Well. Thats what the shader does on my mesh. Its all a single mesh, pretty dense and the fragment shader is expensive, but it works hilariously good. The result in the screen is a tad weird, since i was trying around with the material-distribution parameters at this point, but it works like a charme. I have to change some values and it works as expected! Easy going and pretty modular.
I plan to deliver a modular-world generator working with python callbacks to generate Large, procedural worlds. Its so easy to mod worlds then. oô
Well, here we go, i hope this screen wont go missing since i used another hoster ( one i didnt even know before... )

This is part of an infinite cave, so i simply use a density function and a threshhold and generate infinite caves by that as the user moves along. Another worldgeneratror simply takes a heightmap for chunks with y > 0 and generates 2 chunks high mountains and stuff. Then i distribute materials over that and when im done I carve caves by another noise function. Works like a charm and produces some nice results. But honestly: I need some optimization here... And somewhere i got buggy coordinate transitions, since i got seems when special conditions are met. Some weird stuff going on there... But meh. I will get it to work eventually.
Thanks a lot, guys, again! You were such a nice help