"{\n"
" float d = dot( plane.xyz, dir );\n"
" float t = dot((plane.xyz*plane.w - pos),plane.xyz) / d;\n"
-" return t*0.05;\n"
+" return t*0.04;\n"
"}\n"
"\n"
"void main()\n"
"\n"
" // Colour blending\n"
" float amtgrass = step(qnorm.y,0.6);\n"
-" float amtsand = min(max((aCo.y + 90.0) * -0.08,0.0)*qnorm.y,1.0);\n"
+" float amtsand = min(max((aCo.y - 10.0) * -0.08,0.0)*qnorm.y,1.0);\n"
" vec2 uvgradients = vec2( rgarbage.a, -amtgrass*0.125 ) + aUv;\n"
" vec3 diffuse = texture( uTexGradients, uvgradients ).rgb;\n"
" diffuse = mix( diffuse, vec3(1.0,0.9,0.7), amtsand );\n"
"\n"
" // Lighting\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"
+" vec3 shadow = vec3(0.3,0.25,0.34);\n"
" float light1 = dot( lightdir, mix(qnorm,aNorm,amtsand) )*0.5+0.5;\n"
" diffuse = diffuse * (light1*vec3(1.0,0.96,0.9)*1.2 + shadow*(1.0-light1));\n"
" \n"