float4 CalculateSphereHeights(float4 v, float2 tex,float heightv)
{
float4 p;
p = normalize(v);
return v + p * heightv;
}
I have calculated the mutitexturing by getting the distance from the centre to the vertex, then passing that to the pixel shader and using 4 different textures blended at various different stages. Most of the code used is modified code from various tutorials that i have found around the web, (No point in reinventing the wheel) apart from the roam, which was adapted from a flat surface roam, and then mapped directly on to the cube which was warped to a sphere using the function i have shown in my earlier post.