shader_type spatial; uniform sampler2D ALBEDO_MAP_0 : hint_default_black; uniform sampler2D ALBEDO_MAP_R : hint_default_black; uniform sampler2D ALBEDO_MAP_G : hint_default_black; uniform sampler2D ALBEDO_MAP_B : hint_default_black; uniform float MAX_HEIGHT = 100.0; uniform sampler2D NORMAL_MAP_0 : hint_default_black; uniform sampler2D NORMAL_MAP_R : hint_default_black; uniform sampler2D NORMAL_MAP_G : hint_default_black; uniform sampler2D NORMAL_MAP_B : hint_default_black; 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_MAP_0, uv).rgb + texture(ALBEDO_MAP_0, uv_alt).rgb); ALBEDO += splat_map.r * 0.5 * (texture(ALBEDO_MAP_R, uv).rgb + texture(ALBEDO_MAP_R, uv_alt).rgb); ALBEDO += splat_map.g * 0.5 * (texture(ALBEDO_MAP_G, uv).rgb + texture(ALBEDO_MAP_G, uv_alt).rgb); ALBEDO += splat_map.b * 0.5 * (texture(ALBEDO_MAP_B, uv).rgb + texture(ALBEDO_MAP_B, uv_alt).rgb); NORMAL_MAP = blank * 0.5 * (texture(NORMAL_MAP_0, uv).rgb + texture(NORMAL_MAP_0, uv_alt).rgb); NORMAL_MAP += splat_map.r * 0.5 * (texture(NORMAL_MAP_R, uv).rgb + texture(NORMAL_MAP_R, uv_alt).rgb); NORMAL_MAP += splat_map.g * 0.5 * (texture(NORMAL_MAP_G, uv).rgb + texture(NORMAL_MAP_G, uv_alt).rgb); NORMAL_MAP += splat_map.b * 0.5 * (texture(NORMAL_MAP_B, uv).rgb + texture(NORMAL_MAP_B, uv_alt).rgb); } float height(vec2 uv) { return MAX_HEIGHT * 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)); }