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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);
}
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