-"vec3 newlight_compute_sun_spec( vec3 wnormal, vec3 halfview, float fintensity )\n"
-"{\n"
-" vec3 vcolour = g_light_colours[0].rgb;\n"
-" vec3 vdir = g_light_directions[0].xyz;\n"
+"float newlight_compute_sun_shadow( vec3 co, vec3 dir ){\n"
+" if( g_shadow_samples == 0 ){\n"
+" return 1.0;\n"
+" }\n"
+"\n"
+" float fspread = g_shadow_spread;\n"
+" float flength = g_shadow_length;\n"
+"\n"
+" float famt = 0.0;\n"
+" famt += shadow_sample(co+(dir+vec3(-0.56,0.55, 0.30)*fspread)*flength*0.1);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.80,0.68, 0.34)*fspread)*flength*0.2);\n"
+" famt += shadow_sample(co+(dir+vec3( 0.78,0.07,-0.06)*fspread)*flength*0.3);\n"
+" famt += shadow_sample(co+(dir+vec3(-0.59,0.07,-0.42)*fspread)*flength*0.4);\n"
+"\n"
+" //famt+=shadow_sample(co+(dir+vec3(-0.790,-0.933,-0.875)*fspread)*flength*0.5);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.807,-0.690, 0.472)*fspread)*flength*0.6);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.522,-0.379, 0.350)*fspread)*flength*0.7);\n"
+" //famt+=shadow_sample(co+(dir+vec3( 0.483, 0.201, 0.306)*fspread)*flength*0.8);\n"