" vec4 rgarbage = texture( uTexGarbage, uvdiffuse );\n"
"\n"
" // Colour blending\n"
-" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.380;\n"
+" float fblendclip = step(0.380,aNorm.w + (rgarbage.r-0.5)*-1.740)*0.320;\n"
" vec2 uvgradients = aUv + vec2( fblendclip, 0.0 );\n"
"\n"
" vfrag = texture( uTexGradients, uvgradients ).rgb;\n"
" }\n"
"\n"
" vfrag = scene_compute_lighting( vfrag, qnorm, aWorldCo );\n"
-" oColour = vec4(vec3(aNorm.w), 1.0);\n"
+" oColour = vec4(vfrag, 1.0);\n"
"}\n"
""},
};