     //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.);
+    col *= dot( nor, normalize( vec3(1.) ))*vec3(1.)+ref.y*vec3(1.);
 
     // fog
     //col = mix( col, vec3(.0), 1.-exp( -.1*t ) );

    vec3 ref = reflect( rd, nor );

    // material
    col = .45 + .35*sin( vec3(.05,.08,.10)*(m-1.0) );
    /*
    if( m<1.5 ) {
      float f = mod( floor(5.0*pos.z) + floor(5.0*pos.x), 2.0);

    */
  }

  //return vec3( clamp(col,.0,1.) );
  return vec3(col);
}

void main() {
