 	// might not be unit vectors.
 	vec3 Nn = normalize(N);
 	
-	float ior = 1.2;
-	float roughness = 0.4;
+	float ior = 1.1;
+	float roughness = 0.5;
 
 	vec3 diffuse = compute_diffuse(Nn, L) * vec3(0.4, 0.1, 1.0);
 	vec3 spec    = compute_spec(ior, roughness, H, L, Nn, V) * vec3(1.0);

			(2.0 * NdotH * NdotL) / VdotH));
	float a = acos(NdotH);
	float D = gauss * exp(-(a * a) / (roughness * roughness));
	float F = schlick_ior(ior, 1.0, VdotH);

	return ((F * D * G) / (3.1417 * VdotH)) / 3.1417;

		G = geometric attenuation.
		F = fresnel coefficient.
	*/
	float NdotH = max(0.0, dot(N, H));
	float NdotV = max(0.0, dot(N, V));
	float VdotH = max(0.0, dot(V, H));
	float NdotL = max(0.0, dot(N, L));

	float gauss = 100.0;

