Simply divide channels of a png image to represent texture splatting with out blending with each other.Below is an example of code to express what i am trying to achieve for simplicity:
uniform sampler2D my-alpha-png;
uniform sampler2D texture1;
uniform sampler2D texture2;
uniform sampler2D texture3;
vec4 alpha = texture2D( my-alpha-png, vUV).rgba;
vec4 tex0 = texture2D( texture1, vUV *10.0 ).rgba;
vec4 tex1 = texture2D( texture2, vUV *10.0 ).rgba;
vec4 tex2 = texture2D( texture3, vUV *10.0 ).rgba;
vec4 colornone = alpha.a; // i want this channel to be blank;
vec4 color1 = alpha.r; // this is texture1
vec4 color2 = alpha.g; // this is texture2
vec4 color3 = alpha.b; // this is texture3
gl_FragColor = // ????
I have tried many variations i can only manage to get two textures woking but the alpha is always a texture as well below is an image alpha png:
I am more interested in splitting the channels to represent on the out put, only need the four channels r , g , b ,a no need calculate for black and white...
Thank you.
