 const vec3 defaultColor = vec3(0.8,1.0,0.8);
 //const vec3 defaultColor = vec3(0.2,0.1,0.1);
 const vec3 light = normalize(vec3(0.0,1.0,1.0));
+const float ambient = 0.6;
+const float diffuse = 1.0-ambient;
+bool applyGamma = false;
 
 bool colorswap = false;
-bool applyGamma = false;
 bool addNoise = false;
 
 const float two31 = pow(2.0,31.0);

uniform vec4 params2;
uniform ivec4 iParams;
uniform vec2 uClock;
uniform sampler2D uSampler;
uniform sampler2D uNoise;
uniform samplerCube uCubeMap;

              p1,p0,-p3,p2,
              p2,p3,p0,-p1,
              p3,-p2,p1,p0);
}

float Borg(vec4 p) {
  return sin(p.x*p.y)+sin(p.y*p.z)+sin(p.x*p.z);
}

float Sphere(vec4 p) {
