Avoid drawing negative color with splatting material.
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@ -41,7 +41,7 @@ void main() {
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vec4 splatted = splatting.r * detail0 +
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vec4 splatted = splatting.r * detail0 +
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splatting.g * detail1 +
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splatting.g * detail1 +
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splatting.b * detail2 +
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splatting.b * detail2 +
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(1.0 - splatting.r - splatting.g - splatting.b) * detail3;
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max(0., (1.0 - splatting.r - splatting.g - splatting.b)) * detail3;
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vec2 tc = gl_FragCoord.xy / screen;
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vec2 tc = gl_FragCoord.xy / screen;
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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vec3 DiffuseComponent = texture(DiffuseMap, tc).xyz;
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