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