Lines Matching full:blend
22 vec3 blend = abs( normal );
23 blend = (blend -0.2) * 0.7;
24 blend = normalize(max(blend, 0.00001)); // Force weights to sum to 1.0 (very important!)
25 float b = (blend.x + blend.y + blend.z);
26 blend /= vec3(b, b, b);
70 return (blend.y * terrainColor + blend.x * slopeCol1 + blend.z * slopeCol2);