+ vec3 lightdir = vec3(0.95,0.0,-0.3);
+ vec3 specdir = reflect( -lightdir, vnorm );
+ float spec = pow(max(dot(halfview,specdir),0.0),20.0)*0.3;
+
+ // Depth
+ float depthblend = pow( beneath.a,0.8 );
+
+ // Composite
+ vec3 vsurface = mix(surface_tint, above.rgb, ffresnel );
+ //vsurface += spec;
+
+ return vec4( vsurface,depthblend );
+}
+
+void main()
+{
+ compute_motion_vectors();
+
+ // Create texture coords
+ vec2 ssuv = gl_FragCoord.xy*uInvRes;