+ vec3 lightdir = vec3(0.95,0.0,-0.3);
+ vec3 specdir = reflect( -lightdir, surfnorm );
+ float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
+
+ // Depth
+ vec4 backsample = texture( uTexBack, ssuv+distortamt*0.1 );
+ float depthblend = pow(backsample.a,0.8);
+
+ // Composite
+ vec3 vsurface = mix(surface_tint*backsample.rgb, reflected.rgb, ffresnel );
+ vsurface += spec;
+
+ FragColor = mix( vec4(vsurface,depthblend), vec4(1.0,1.0,1.0,0.8), fband );