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@@ -32,9 +32,12 @@ float calcBlend( float texId, float2 layerCoord, float layerSize, float4 layerSa
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float4 diff = saturate( abs( layerSample - texId ) );
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float noBlend = any( 1 - diff );
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- // Use step to see if any of the layer samples
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+ // Check if any of the layer samples
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// match the current texture id.
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- float4 factors = step( texId, layerSample );
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+ float4 factors = 0;
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+ for(int i = 0; i < 4; i++)
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+ if(layerSample[i] == texId)
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+ factors[i] = 1;
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// This is a custom bilinear filter.
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