A different shader approach to TerraMonkey

@Sploreg:



Hmm, till now I was quite certain that you have the full degree for the blending.



[java]

outColor=t0*(key0.r * key1.r);

outColor+=t1*(key0.g * key1.r);

outColor+=t2*(key0.b * key1.r);

outColor+=t3*(key0.a * key1.r);



outColor+=t4*(key0.r * key1.g);

outColor+=t5*(key0.g * key1.g);

outColor+=t6*(key0.b * key1.g);

outColor+=t7*(key0.a * key1.g);



outColor+=t8*(key0.r * key1.b);

outColor+=t9*(key0.g * key1.b);

outColor+=t10*(key0.b * key1.b);

outColor+=t11*(key0.a * key1.b);



outColor+=t12*(key0.r * key1.a);

outColor+=t13*(key0.g *key1.a);

[/java]





There is no “sliding” or dividing with the key color components, so for example I have to two tiles:

One tile has key values (1,0,X,X) and (1,0,X,X) and the other tile has (1,0,X,X) and (0,1,X,X). The X means “don’t care”. Then IMO you would have a smooth blending from one tile to the other, in this example from texture 0 to texture 5. Am I thinking the wrong way?



And BTW, I answered on the the other thread as well :slight_smile: