c3 lightColour;
uniform float specular;
uniform float specularHardness;
uniform vec3 diffuse;
uniform bool postEffects;
uniform bool moveCamera;
uniform bool reflections;

#define GAMMA 0.8
#define CONTRAST 1.1
#define SATURATION 1.3
#define BRIGHTNESS 1.3
#define RAY_DEPTH 128
#define MAX_DEPTH 100.0
#define DISTANCE_MIN 0.005
#define PI 3.14159265

const vec2 delta = vec2(0.001, 0.);

float Hash(in float n)
{
    return fract(sin(n)*43758.5453123);
}

float Noise(in vec2 x)
{
   