hi,

  I was wandering what should I find in "splat alpha map" (shader
  variable that is used with terrain shaders)?
  
  I though that for given material with given index it returns 1 or 0
  (according to index from material palette). Unfortunately it gives
  different output for base and other materials (when from c++ both
  are filled same), or at last something else have influence on the
  output.

  Base shader have 'copy' mixmode  and second have 'add'. When I set the
  output color of first shader with black color, I was expecting that
  this sentence (SplatSampler is "splat alpha map"):

  float4 splat = tex2D(SplatSampler, In.vBaseTexCoords);
  float4 OutputColor = splat;
  return OutputColor;

  should give me black&white strips - unfortunately I have all black
  output.

  Changing the color in base shader to red gives expected red&white
  strips.

  ******************************************************************
  Why it is a problem for me? I want to have clear situation, i.e for
  2 materials:

  OutputColor = splat_alpha1*color1 + splat_alpha2*color2;
  //I don't want to have any influence of base material

  Is this possible?

-- 
greetings,
 Piotr Obrzut


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