There is no default light in a new THREE.Scene instance. If you’re using THREE.ShaderMaterial, then lighting would not affect it anyway, unless the shader explicitly includes code to compute lighting. It’s very likely that the “light” you see is something specific to the code in your ShaderMaterial, and you’ll need to inspect or replace that material.
The code you shared takes the normalVertexEarth vector (angle of the surface at the vertex) and uses it to compute an intensity value multiplied against the output color. There’s no “light” as such, it’s that math and nothing more. For uniform shading, replace intensity with 1.0 so that there’s no dependency on the normal direction of the vertex.
thank you… i tried that… does not bring the desired solution…
maybe i have to use lookAt on the sphere so it looks towards the camera, the aim is a uniform ring glow effect
as if the earth has an atmosphere…