diff --git a/src/shader.wgsl b/src/shader.wgsl
index cf11303..41c0e59 100644
--- a/src/shader.wgsl
+++ b/src/shader.wgsl
@@ -41,8 +41,6 @@ fn vs_sky(@builtin(vertex_index) vertex_index: u32) -> SkyOutput {
 
 struct GroundOutput {
     @builtin(position) position: vec4<f32>,
-    @location(1) normal: vec3<f32>,
-    @location(3) view: vec3<f32>,
     @location(4) pos: vec3<f32>,
 };
 
@@ -58,9 +56,7 @@ fn vs_ground(@builtin(vertex_index) vertex_index: u32) -> GroundOutput {
     ) * 100.0;
 
     var result: GroundOutput;
-    result.normal = vec3<f32>(0.0,1.0,0.0);
     result.pos = pos;
-    result.view = pos - r_data.cam_pos.xyz;
     result.position = r_data.proj * r_data.view * vec4<f32>(pos, 1.0);
     return result;
 }
@@ -107,12 +103,6 @@ fn fs_entity(vertex: EntityOutput) -> @location(0) vec4<f32> {
 
 @fragment
 fn fs_ground(vertex: GroundOutput) -> @location(0) vec4<f32> {
-    //let incident = normalize(vertex.view);
-    //let normal = normalize(vertex.normal+vec3<f32>(cos(vertex.pos.x)/16.0,0.0,sin(vertex.pos.z)/16.0));
-    //let reflected = incident - 2.0 * dot(normal, incident) * normal;
-
-    //let reflected_color = textureSample(r_texture, r_sampler, reflected).rgb;
-    //return vec4<f32>(vec3<f32>(0.1) + 0.5 * reflected_color, 1.0);
     let dir = vec3<f32>(-1.0)+vec3<f32>(vertex.pos.x/16.%1.0,0.0,vertex.pos.z/16.%1.0)*2.0;
     return vec4<f32>(textureSample(r_texture, r_sampler, dir).rgb, 1.0);
 }