Alpha with fragment shader

Still working on my HLSL fragment program for terrain splatting. Above is my alpha map.

alpha    = alpha*alpha + alpha * dupCO.r * dupCO.g ;
alpha    = sqrt( alpha ) ;
alpha    = clamp( alpha , 0 , 1 ) ;

Simple process with the under laying texture to avoid a too smooth texture transition. Not perfect… but it’ll be my starting point !

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