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Shader : diffuse detail map + standard normal map


YouGroove
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Yes, something like this (not tested for typos):

 

Add to the top :

 

//uniforms

uniform sampler2D texture4;//details map

 

Then find :

outcolor *= texture(texture0,ex_texcoords0);

 

After add :

outcolor *= texture(texture4,ex_texcoords0*4.0);  //detail texture uv scaled by 4

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Shadmar's code expects a dffuse detail texture in the "Texture 4" slot, which is empty in your screenshot. If you want to use the base diffuse for this, change the code to

 

outcolor *= texture(texture0, ex_texcoords0*4.0);

 

EDIT: I probably misunderstood your setup... You want to use the cliff texture as the detail texture, right? And in your screenshot, are you using shadmar's code for that very texture?

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