- vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;
- vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
-
- vec3 lightdir = vec3(0.95,0.0,-0.3);
- vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));
- float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);
-
- qnorm = floor(aNorm*8.0)*0.125;
- vec3 viewdelta = normalize( uCamera - aCo );
- vec3 specdir = reflect( -lightdir, qnorm );
- float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;
+ 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 );