- float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;
-
- diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;
- FragColor = vec4(diffuse+spec, 1.0);
+ float spec = pow(max(dot(halfview,specdir),0.0),10.0) * 0.2*rgarbage.r;
+ diffuse += spec * vec3(1.0,0.8,0.8);
+
+ FragColor = vec4(diffuse, water_depth(aCo,halfview,uPlane));