Hi ya shadermen!

I would like to apply sunlight (like in the template mutitexterrainshader) on this terrainmultitextureshader by Thorsten Kunze...As usual, I don't know how
Is someone could add working sunlight to the code, I'll gladly offer him some unreleased Trees in exchange!

You can also download this shader with a testlevel at Kunzes website terrainshader-testlevel


Code:
// multirgb.wdl


// entSkin1 Texture Base
// entSkin2 Texture Layer Red

bmap tex1 = <gras.bmp>; // RGB Mask
bmap tex4 = <road.bmp>; // Texture Layer Green
bmap tex5 = <sand.bmp>; // Texture Layer Blue
bmap tex6 = <detailmap.tga>; // DetailMap

function multirgb_roughness() {
bmap_to_mipmap(mtl.Skin1);
bmap_to_mipmap(mtl.Skin2);
bmap_to_mipmap(mtl.Skin3);
bmap_to_mipmap(mtl.Skin4);
}

material multirgb {
flags = tangent;
skin1 = tex1;
skin2 = tex4;
skin3 = tex5;
skin4 = tex6;

event=multirgb_roughness;

effect
"
//////////////////////////////////////////////////////////////////////////////////////////////////////
// Define your needed values
float4x4 matWorldViewProj; //

float4x4 matWorld;
float4x4 matWorldInv;
float4x4 matWorldView;

float4 vecFog;

// Define your textures
texture mtlSkin1;
texture mtlSkin2;
texture mtlSkin3;
texture mtlSkin4;
texture entSkin1;
texture entSkin2;

//////////////////////////////////////////////////////////////////////////////////////////////////////
// Texture settings
sampler sTex1 = sampler_state
{
Texture = <entSkin2>; // RGB Mask
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex2 = sampler_state
{
Texture = <entSkin1>; // Texture Base
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex3 = sampler_state
{
Texture = <mtlSkin1>; // Texture Layer Red
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex4 = sampler_state
{
Texture = <mtlSkin2>; // Texture Layer Green
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex5 = sampler_state
{
Texture = <mtlSkin3>; // Texture Layer Blue
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};
sampler sTex6 = sampler_state
{
Texture = <mtlSkin4>; // Detailmap for Base Texture
MipFilter = Linear;
MinFilter = Linear;
MagFilter = Linear;
AddressU = Wrap;
AddressV = Wrap;
};



struct TMULTI_VS_OUT // Output to the pixelshader fragment
{
float4 Pos : POSITION;
float Fog : FOG;
float2 Tex1 : TEXCOORD0;
float2 Tex2 : TEXCOORD1;
float2 Tex3 : TEXCOORD2;
float2 Tex4 : TEXCOORD3;
float2 Tex5 : TEXCOORD5;
float2 Tex6 : TEXCOORD6;
};


float DoFog(float4 Pos) {
float3 P = mul(Pos,matWorldView);// apply the linear fog formula
return saturate((vecFog.y-P.z) * vecFog.z);
}

TMULTI_VS_OUT TMulti_VS(
float4 inPos : POSITION,
float3 inNormal : NORMAL,
float2 inTexCoord0 : TEXCOORD0)
{
TMULTI_VS_OUT Out;

// transform the vector position to screen coordinates
Out.Pos = mul(inPos,matWorldViewProj);

// rotate and normalize the normal
float3 N = normalize(mul(inNormal,matWorldInv));

Out.Fog = DoFog(inPos);

// scale the texture coordinates for the masked textures
Out.Tex1 = inTexCoord0.xy; // Tile Mask
Out.Tex2 = inTexCoord0.xy; // Tile Base Texture
Out.Tex3 = inTexCoord0.xy*20; // Tile Texture Layer Red
Out.Tex4 = inTexCoord0.xy*20; // Tile Texture Layer Green
Out.Tex5 = inTexCoord0.xy*20; // Tile Texture Layer Blue
Out.Tex6 = inTexCoord0.xy*20; // Tile Texture Layer Detailmap
return Out;
}


//////////////////////////////////////////////////////////////////////////////////////////////////////
// pixelshader
float4 ps( TMULTI_VS_OUT In ) : COLOR
{
float4 MaskColor = tex2D(sTex1,In.Tex1);
float4 BaseColor = tex2D(sTex2,In.Tex2);
float4 RedColor = tex2D(sTex3,In.Tex3);
float4 GreenColor = tex2D(sTex4,In.Tex4);
float4 BlueColor = tex2D(sTex5,In.Tex5);
float4 DetailColor = tex2D(sTex6,In.Tex5);

BaseColor = BaseColor + DetailColor - 0.5;


float4 BaseRed = lerp(BaseColor,RedColor,MaskColor.r);
float4 BaseGreen = lerp(BaseRed,GreenColor,MaskColor.g);
float4 FinalColor = lerp(BaseGreen,BlueColor,MaskColor.b);

FinalColor.a = 1.0f; // prevent transparency

return FinalColor;
}

//////////////////////////////////////////////////////////////////////////////////////////////////////
//
technique mytechnique
{
// Define your passes
pass p0
{
VertexShader = compile vs_2_0 TMulti_VS();
PixelShader = compile ps_2_0 ps();
}
}
";
}

ACTION multi_rgb {
my.material=multirgb;
}



function fog() {
fog_color = 1;
camera.fog_start = 5000;
camera.fog_end = 8000;
camera.clip_far = 25000;
}


Function Main() {
level_load("multirgb.wmb");
}

on_1 fog();