uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec4 uPlane;
in vec4 aColour;
in vec2 aUv;
vec3 vfrag = vec3(0.5,0.5,0.5);
// ws modulation
- vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.160 );
+ vec4 wgarbage = vec4(0.5,0.5,0.5,1.0);//texture( uTexGarbage, aCo.xz * 0.160 );
// Creating normal patches
vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;