// the rails of a track of a normal mapped material faded into those of the tracks joined at its ends, see trackblend.glsl #define TRACKBLEND_NORMALMAP 1 #texture (diffuse, 0, sRGB_A) uniform sampler2D diffuse; #texture (diffuse1, 1, sRGB_A) uniform sampler2D diffuse1; #texture (diffuse2, 2, sRGB_A) uniform sampler2D diffuse2; #texture (diffuse3, 3, sRGB_A) uniform sampler2D diffuse3; #texture (normalmap, 4, RGBA) uniform sampler2D normalmap; #texture (normalmap1, 5, RGBA) uniform sampler2D normalmap1; #texture (normalmap2, 6, RGBA) uniform sampler2D normalmap2; #texture (normalmap3, 7, RGBA) uniform sampler2D normalmap3; #include