- vec3 lightdir = vec3(0.95,0.0,-0.3);
- vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));
- float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;
- diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));
-
- // Specular lighting