uniform sampler2D tex_layout; uniform sampler2D tex_detail0; uniform sampler2D tex_detail1; uniform sampler2D tex_detail2; uniform sampler2D tex_detail3; uniform sampler2D tex_detail4; varying vec3 normal; varying vec3 lightdir2; varying vec4 vertex_color; void main() { vec4 splatting = texture2D(tex_layout, gl_TexCoord[0].st); vec4 detail0 = texture2D(tex_detail0, gl_TexCoord[1].st); vec4 detail1 = texture2D(tex_detail1, gl_TexCoord[1].st); vec4 detail2 = texture2D(tex_detail2, gl_TexCoord[1].st); vec4 detail3 = texture2D(tex_detail3, gl_TexCoord[1].st); vec4 detail4 = texture2D(tex_detail4, gl_TexCoord[1].st); gl_FragColor = (splatting.r * detail0 + splatting.g * detail1 + splatting.b * detail2 + (1.0 - splatting.r - splatting.g - splatting.b) * detail3 + (1.0 - splatting.a) * detail4) * min(1.0, 0.2 + dot(lightdir2, normal)) * vertex_color; // 0.2 is the ambient light. }