vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
vfrag = texture( uTexGradients, uvgradients ).rgb;
vfrag = mix( vfrag, uSandColour, amtsand );
vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
vfrag = texture( uTexGradients, uvgradients ).rgb;
vfrag = mix( vfrag, uSandColour, amtsand );