// 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);
+ float amtsand = clamp( max((aCo.y - 10.0) * -0.1,0.0)*qnorm.y, 0.0, 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.xyz, amtsand );
if( g_light_preview == 1 )