uniform sampler2D uTexGarbage;
uniform sampler2D uTexGradients;
uniform vec3 uCamera;
-uniform vec3 uSandColour;
+uniform vec4 uSandColour;
uniform vec2 uBlendOffset;
#include "light_clearskies_stddef.glsl"
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 );
+ vfrag = mix( vfrag, uSandColour.rgb, amtsand*uSandColour.a );
qnorm = mix( qnorm, aNorm.xyz, amtsand );
if( g_light_preview == 1 )