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;
	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(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));
}