shader_type spatial; uniform vec2 AREA; uniform sampler2D LAYER_1_ALBEDO : hint_default_black; uniform sampler2D LAYER_1_NORMAL_MAP : hint_default_black; uniform sampler2D LAYER_2_ALBEDO : hint_default_black; uniform sampler2D LAYER_2_NORMAL_MAP : hint_default_black; uniform sampler2D LAYER_3_ALBEDO : hint_default_black; uniform sampler2D LAYER_3_NORMAL_MAP : hint_default_black; uniform sampler2D LAYER_4_ALBEDO : hint_default_black; uniform sampler2D LAYER_4_NORMAL_MAP : hint_default_black; uniform float MAX_HEIGHT = 100.0; uniform sampler2D TERRAIN_MAP : hint_default_transparent, repeat_disable; void fragment() { vec2 uv = UV * AREA; vec2 uv_alt = uv * -0.25; 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(LAYER_1_ALBEDO, uv).rgb + texture(LAYER_1_ALBEDO, uv_alt).rgb); ALBEDO += splat_map.r * 0.5 * (texture(LAYER_2_ALBEDO, uv).rgb + texture(LAYER_2_ALBEDO, uv_alt).rgb); ALBEDO += splat_map.g * 0.5 * (texture(LAYER_3_ALBEDO, uv).rgb + texture(LAYER_3_ALBEDO, uv_alt).rgb); ALBEDO += splat_map.b * 0.5 * (texture(LAYER_4_ALBEDO, uv).rgb + texture(LAYER_4_ALBEDO, uv_alt).rgb); NORMAL_MAP = blank * 0.5 * (texture(LAYER_1_NORMAL_MAP, uv).rgb + texture(LAYER_1_NORMAL_MAP, uv_alt).rgb); NORMAL_MAP += splat_map.r * 0.5 * (texture(LAYER_1_NORMAL_MAP, uv).rgb + texture(LAYER_2_NORMAL_MAP, uv_alt).rgb); NORMAL_MAP += splat_map.g * 0.5 * (texture(LAYER_2_NORMAL_MAP, uv).rgb + texture(LAYER_3_NORMAL_MAP, uv_alt).rgb); NORMAL_MAP += splat_map.b * 0.5 * (texture(LAYER_3_NORMAL_MAP, uv).rgb + texture(LAYER_4_NORMAL_MAP, uv_alt).rgb); } float height(vec2 uv) { return MAX_HEIGHT * texture(TERRAIN_MAP, uv).a; } void vertex() { VERTEX.y = height(UV); float left = height(vec2(UV.x - 1.0, UV.y)); float right = height(vec2(UV.x + 1.0, UV.y)); float forward = height(vec2(UV.x, UV.y + 1.0)); float backward = height(vec2(UV.x, UV.y - 1.0)); NORMAL = normalize(vec3(left - right, 2.0, forward - forward)); }