+" diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );\n"
+"\n"
+" // Lighting\n"
+" vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
+" vec3 shadow = vec3(0.3,0.25,0.34);\n"
+" float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;\n"
+" diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n"