   
   float water_height = heightmap.r; 
   float ground_height = heightmap.g;
+  float fire_height = heightmap.b;
 
 
   if(water_height < ground_height)

layout(location = 1) out vec4 out1;//velocity



vec4 calc_contribution2(float ground_height, float water_height, float other_ground_height,float other_water_height ,float velocity_into_this_pixel)
{
    float water_depth = water_height - ground_height;
    float other_water_depth = other_water_height - other_ground_height;
    const float viscosity = 51.01f;

    
     //updated_velocity = (velocity_into_this_pixel) + water_acceleration;
    float delta_height = dt*updated_velocity;

   

    return vec4(delta_height-ground_absorbtion,updated_velocity,biome_result,0);

}

