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 }