+" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
+" float amtgrass = step(qnorm.y,0.6);\n"
+" vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
+" vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
+" \n"
+" vec3 lightdir = vec3(0.95,0.0,-0.3);\n"
+" vec3 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n"
+" float light1 = 1.0-(dot( lightdir, qnorm )*0.5+0.5);\n"
+" \n"
+" qnorm = floor(aNorm*8.0)*0.125;\n"
+" vec3 viewdelta = normalize( uCamera - aCo );\n"
+" vec3 specdir = reflect( -lightdir, qnorm );\n"
+" float spec = pow(max(dot(viewdelta,specdir),0.0),10.0) * 0.2*rgarbage.r;\n"
+" \n"
+" diffuse = diffuse*(1.0-light1)+diffuse*shadow*light1;\n"
+" FragColor = vec4(diffuse+spec, 1.0);\n"