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@@ -32,10 +32,12 @@ float calcBlend( float texId, vec2 layerCoord, float layerSize, vec4 layerSample
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vec4 diff = clamp( abs( layerSample - texId ), 0.0, 1.0 );
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vec4 diff = clamp( abs( layerSample - texId ), 0.0, 1.0 );
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float noBlend = float(any( bvec4(1 - diff) ));
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float noBlend = float(any( bvec4(1 - diff) ));
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- // Use step to see if any of the layer samples
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// match the current texture id.
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// match the current texture id.
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- vec4 factors = step( texId, layerSample );
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-
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+ vec4 factors = vec4(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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+
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// This is a custom bilinear filter.
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// This is a custom bilinear filter.
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vec2 uv = layerCoord * layerSize;
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vec2 uv = layerCoord * layerSize;
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