- vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;
- vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
+ float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
+ vec2 uvgradients = aUv + vec2( amtgrass*0.5 + rgarbage.a*0.4, 0.0 );
+ vfrag = texture( uTexGradients, uvgradients ).rgb;
+ vfrag = mix( vfrag, vec3(1.0,0.9,0.8)*0.9, amtsand );
+
+ qnorm = mix( qnorm, aNorm, amtsand );