+" vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );\n"
+" vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;\n"
+" vec3 qnorm = floor(aNorm*4.0+modnorm) * 0.25;\n"
+"\n"
+" vec2 dir = normalize(qnorm.xz);\n"
+" vec2 uvdiffuse = aCo.xz * 0.02;\n"
+" uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;\n"
+"\n"
+" 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 shadow = pow(vec3(0.014,0.034,0.084),vec3(1.0/3.2));\n"
+" float light1 = 1.0-(dot( vec3(0.95,0.0,-0.3), qnorm )*0.5+0.5);\n"