+ vfrag += emit;
+
+ if( uMapInfo.z > 0.0 ){
+ float height = fract( aCo.y * 0.1 );
+ float lg = 2.0*length(vec2(dFdx(height), dFdy(height)));
+ vfrag *= 1.0f+(lg*0.2*uMapInfo.z);
+ }
+
+ oColour = vec4( vfrag, 1.0 );
+ //oColour = vec4( vfrag, 1.0 );