+uniform sampler2D uTexGarbage;
+uniform sampler2D uTexGradients;
+uniform vec3 uCamera;
+uniform vec3 uSandColour;
+uniform vec2 uBlendOffset;
+
+in vec4 aColour;
+in vec2 aUv;
+in vec3 aNorm;
+in vec3 aCo;
+in vec3 aWorldCo;
+
+#include "common_world.glsl"
+#include "motion_vectors_fs.glsl"
+
+void main()
+{
+ compute_motion_vectors();
+
+ // Colour
+ // ------
+ vec3 vfrag = vec3(0.5,0.5,0.5);
+
+ // ws modulation
+ vec4 wgarbage = texture( uTexGarbage, aCo.xz * 0.015 );
+
+ // Creating normal patches
+ vec3 modnorm = (wgarbage.rgb-0.4) * 1.4;
+ vec3 qnorm = floor(aNorm*4.0+modnorm)*0.25 + vec3(0.001,0.0,0.0);
+ vec2 dir = qnorm.xz;
+ vec2 uvdiffuse = aCo.xz * 0.02;
+ uvdiffuse = mat2(dir.y, dir.x, -dir.x, dir.y) * uvdiffuse;
+
+ // Patch local noise
+ vec4 rgarbage = texture( uTexGarbage, uvdiffuse );
+
+ // Colour blending
+ float amtgrass = step(qnorm.y,0.6);
+ float amtsand = min(max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y,1.0);
+ vec2 uvgradients = aUv + vec2( amtgrass + rgarbage.a*0.8 )*uBlendOffset;
+ vfrag = texture( uTexGradients, uvgradients ).rgb;
+ vfrag = mix( vfrag, uSandColour, amtsand );
+
+ qnorm = mix( qnorm, aNorm, amtsand );
+
+ if( g_light_preview == 1 )
+ {
+ vfrag = vec3(0.5);
+ }
+
+ // Lighting
+ vec3 halfview = uCamera - aCo;
+ float fdist = length( halfview );
+ halfview /= fdist;
+
+ vfrag = do_light_diffuse( vfrag, qnorm );
+ vfrag = do_light_spec( vfrag, qnorm, halfview, 0.1 );
+ vfrag = do_light_shadowing( vfrag );
+ vfrag = apply_fog( vfrag, fdist );
+
+ oColour = vec4(vfrag, 1.0 );
+}