HLSL rules!

Texture splatting using my own shader program is now ready. I must confess I should have migrated to shaders a long time ago. I’m always afraid to have to deal with hardware incompatibilities, but benefits are huge. The same result (even better) with less texture units… and so programmable pipelines can be faster than fixed ones!! I realized too that I now have extra “space” to add further  terrain effects on a single pass in the future.

Nothing is perfect… I’d like Nyne to be able to run on aging laptops, so I’m dealing with old shader version restrictions. But that’s still simpler than the old way. Moreover, I still have plenty of data space directly on vertex… and so more improvements to come!

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