     */
   }
 
-  return vec3( clamp(col,.0,1.) );
+  //return vec3( clamp(col,.0,1.) );
+  return vec3(col);
 }
 
 void main() {

    //lin += .4*amb*vec3(.4,.6,1.);
    //lin += .5*bac*vec3(.25,.25,.25);
    //lin += .25*fre*vec3(1.);
    col *= dif*vec3(1.)+dom*vec3(1.);

    // fog
    //col = mix( col, vec3(.0), 1.-exp( -.1*t ) );


    // lighitng. Seems Lighit
    //float occ = calcAO( pos, nor );
    //float amb = clamp( .5+.5*nor.y, .0, 1. );
    //float bac = clamp( dot( nor, normalize(vec3(-lig.x,.0,-lig.z))), .0, 1. )*clamp( 1.-pos.y,.0,1.);
    //float fre = pow( clamp(1.+dot(nor,rd),.0,1.), 2. );
    //float spe = pow(clamp( dot( ref, lig ), .0, 1. ),16.);

