float amtsand = clamp( max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y, 0.0, 1.0 );
vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
vfrag = texture( uTexGradients, uvgradients ).rgb;
float amtsand = clamp( max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y, 0.0, 1.0 );
vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
vfrag = texture( uTexGradients, uvgradients ).rgb;