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1void Splatting_Base(in sampler2D baseMap, in vec2 tc, in float scale, out vec3 outColor){
2    outColor = texture2D(baseMap, tc * vec2(scale)).rgb;
3}
4
5void Splatting_AlphaDetail(in sampler2D alphaMap, in sampler2D detailMap, in vec2 tc, in float scale, out vec3 outColor){
6    float alpha = sampler2D(alphaMap, tc).r;
7    vec3  color = sampler2D(detailMap, tc * vec2(scale)).rgb;
8    //outColor  = mix(outColor, color, alpha);
9    outColor    = outColor + color * vec3(alpha);
10}