// Colour blending
float amtgrass = step(qnorm.y,0.6);
- float amtsand = min(max((aCo.y + 90.0) * -0.08,0.0)*qnorm.y,1.0);
+ float amtsand = min(max((aCo.y - 10.0) * -0.08,0.0)*qnorm.y,1.0);
vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;
vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;
diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );