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      1 void Splatting_Base(in sampler2D baseMap, in vec2 tc, in float scale, out vec3 outColor){
      2     outColor = texture2D(baseMap, tc * vec2(scale)).rgb;
      3 }
      4 
      5 void 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 }