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); }