shader_type spatial; const int MAP_COUNT = 4; uniform sampler2D[MAP_COUNT] ALBEDO_MAPS; uniform float HEIGHT_SCALE = 100.0; uniform sampler2D[MAP_COUNT] NORMAL_MAPS; uniform vec2 SIZE; uniform sampler2D TERRAIN_MAP : hint_default_transparent, repeat_disable; void fragment() { vec2 uv = UV * (SIZE / 2.0); vec2 uv_alt = uv * -0.5; vec3 splat_map = texture(TERRAIN_MAP, UV).rgb; float blank = clamp(1.0 - splat_map.r - splat_map.g - splat_map.b, 0.0, 1.0); ALBEDO = blank * 0.5 * (texture(ALBEDO_MAPS[0], uv).rgb + texture(ALBEDO_MAPS[0], uv_alt).rgb); for (int i = 0; i < (MAP_COUNT - 1); i += 1) { int map_index = i + 1; ALBEDO += splat_map[i] * 0.5 * (texture(ALBEDO_MAPS[map_index], uv).rgb + texture(ALBEDO_MAPS[map_index], uv_alt).rgb); } NORMAL_MAP = blank * 0.5 * (texture(NORMAL_MAPS[0], uv).rgb + texture(NORMAL_MAPS[0], uv_alt).rgb); for (int i = 0; i < (MAP_COUNT - 1); i += 1) { int map_index = i + 1; NORMAL_MAP += splat_map[i] * 0.5 * (texture(NORMAL_MAPS[map_index], uv).rgb + texture(NORMAL_MAPS[map_index], uv_alt).rgb); } } float height(vec2 uv) { return HEIGHT_SCALE * texture(TERRAIN_MAP, uv).a; } void vertex() { VERTEX.y = height(UV); vec2 texel_size = UV / SIZE; vec4 h = vec4( height(UV + (texel_size * vec2(0, -1))), height(UV + (texel_size * vec2(-1, 0))), height(UV + (texel_size * vec2( 1, 0))), height(UV + (texel_size * vec2( 0, 1)))); NORMAL = normalize(vec3(h.y - h.z, 2.0, h.x - h.w)); }