-"vec4 water_surf( vec3 halfview, vec3 vnorm, float depthvalue, \n"
-" vec4 beneath, vec4 above )\n"
-"{\n"
-" vec3 colour_shore = vec3( 0.21, 0.6, 0.8 );\n"
-" vec3 colour_ocean = vec3( 0.01, 0.1, 0.2 );\n"
-" vec3 surface_tint = mix(colour_shore, colour_ocean, depthvalue);\n"
-"\n"
-" float ffresnel = pow(1.0-dot( vnorm, halfview ),5.0);\n"
-"\n"
-" vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
-" vec3 specdir = reflect( -lightdir, vnorm );\n"
-" float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;\n"
-" \n"
-" // Depth \n"
-" float depthblend = pow( beneath.a,0.8 );\n"
-"\n"
-" // Composite\n"
-" vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );\n"
-" //vsurface += spec;\n"
-"\n"
-" return vec4( vsurface,depthblend );\n"
-"}\n"