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These are sand textures for Barehunter.
//==========================================================================
====
// A light colored sand texture (TdG 2001):
#declare TdG_LightSand =
  texture {
    pigment {
      agate
      agate_turb 0.3
      color_map {
               [ 0.0     rgbft <1.0, 0.816993, 0.479133, 0.0, 0.0> ]
               [ 0.049822  rgbft <0.939815, 0.699074, 0.518519, 0.0, 0.0> ]
               [ 0.096085  rgbft <0.991333, 0.730905, 0.383667, 0.0, 0.0> ]
               [ 0.149466  rgbft <0.990941, 0.863911, 0.446526, 0.0, 0.0> ]
               [ 0.41637  rgbft <0.925926, 0.739198, 0.407407, 0.0, 0.0> ]
               [ 1.0     rgbft <1.0, 0.971785, 0.729133, 0.0, 0.0> ]
      }
      turbulence 5.0
      lambda 6.0
      frequency 6.0
      ramp_wave
      warp {
        turbulence <5.0, 2.0, 1.0>
      }
    }
    normal{
      granite , 0.2
      warp {
        turbulence <1.0, 5.0, 2.0>
      }
    }
    finish {
      ambient 0.01
      specular 0.1
    }
  }
// A dark colored sand texture (TdG 2004):
#declare TdG_DarkSand =
  texture {
    pigment {
      agate
      agate_turb 0.3
      color_map {
               [ 0.0     rgbft <1.0, 0.816993, 0.479133, 0.0, 0.0> ]
               [ 0.049822  rgbft <0.939815, 0.699074, 0.518519, 0.0,
0.0>*0.1 ]
               [ 0.096085  rgbft <0.991333, 0.730905, 0.383667, 0.0,
0.0>*0.1 ]
               [ 0.149466  rgbft <0.990941, 0.863911, 0.446526, 0.0,
0.0>*0.1 ]
               [ 0.41637  rgbft <0.925926, 0.739198, 0.407407, 0.0,
0.0>*0.1 ]
               [ 1.0     rgbft <1.0, 0.971785, 0.729133, 0.0, 0.0> ]
      }
      turbulence 5.0
      lambda 6.0
      frequency 6.0
      ramp_wave
      warp {
        turbulence <5.0, 2.0, 1.0>
      }
    }
    normal{
      granite , 0.2
      warp {
        turbulence <1.0, 5.0, 2.0>
      }
    }
    finish {
      ambient 0.01
      specular 0.1
    }
  }
#declare TdG_RiverBottomSand =
  texture {
    slope {
      <0.0, 0.5, 0.0> , 0.0 , 0.0
      altitude <0.0, 0.5, 0.0> , 0.5 , 1.0
    }
      texture_map {
        [0.5 TdG_DarkSand]
        [1.0 TdG_LightSand]
      }
  }
//==========================================================================
====
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