+ diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );
+
+ // Lighting
+ vec3 lightdir = vec3(0.95,0.0,-0.3);
+ vec3 shadow = vec3(0.27,0.25,0.34);
+ 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));