void Splatting_Base(in sampler2D baseMap, in vec2 tc, in float scale, out vec3 outColor){ | |
outColor = texture2D(baseMap, tc * vec2(scale)).rgb; | |
} | |
void Splatting_AlphaDetail(in sampler2D alphaMap, in sampler2D detailMap, in vec2 tc, in float scale, out vec3 outColor){ | |
float alpha = sampler2D(alphaMap, tc).r; | |
vec3 color = sampler2D(detailMap, tc * vec2(scale)).rgb; | |
//outColor = mix(outColor, color, alpha); | |
outColor = outColor + color * vec3(alpha); | |
} |