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a guest Feb 12th, 2014 53 Never
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  1. float3 rTex = tex2D(RTextureSampler, input.UV * TextureTiling);
  2. float3 gTex = tex2D(GTextureSampler, input.UV * TextureTiling);
  3. float3 bTex = tex2D(BTextureSampler, input.UV * TextureTiling);
  4. float3 base = tex2D(BaseTextureSampler, input.UV * TextureTiling);
  5.  
  6. float3 weightMap = tex2D(WeightMapSampler, input.UV);
  7.  
  8. float3 output = clamp(1.0f - weightMap.r - weightMap.g - weightMap.b, 0, 1) * base + weightMap.r * rTex + weightMap.g * gTex + weightMap.b * bTex;
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