 	
 	// normal vector from the curve
 	sdt = sdt.yx;
-	sdt.x *= -1;
+	sdt.x *= -0.5;
 	
 	sdt.x *= hwidth * 2;
 	sdt.y *= hwidth * 2;
 	
 	vec4 pos = (spline + vec4(sdt.xy, 0, 1));
 	
-	pos.z = texture(sHeightMap, vec3(pos.x/256, pos.y/256, 0) , 0).r ;
+	pos.z = texture(sHeightMap, vec3(pos.x/256, pos.y/256, 0) , 0).r + (voffset * 4) + 2;
+	//pos.z = (voffset * 3) + 200;
 	//spline.x += hwidth;
 
 //	gl_Position = (mProj * mView * mModel) * vec4(pos_tex_in.xy, 0, 1);


void main(void) {
	
	out_Color = vec4(1, abs(0.5 - vs_tex.x), 0, 1); //vs_norm;
	out_Normal = vs_norm;
}


	float t = pos_tex_in.y; 
	float omt = 1 - t;
	
	// x is 1 for the top corner, 2 for the bottom corner
	// the sign of x indicates which side this vertex is for
	float hwidth = sign(pos_tex_in.x);
	float voffset = abs(pos_tex_in.x) > 1.5 ? -1.0 : 0.0; 
	
	const vec2 cp0 = cp02_in.xy;
	const vec2 cp1 = cp1_in;
