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different render passes?

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I have seen that some people writes the output something like this: output=(tex0 * tex1) + color I would like to know what they mean with that... well I guess it is different ways of blending the textures and colors together but how?

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If you mean something like

output = (texture0 * alpha) + (texture2 * (1-alpha));

It's a function that is evaluated for every pixel. At each pixel, the corresponding texel for both textures are blended using a factor alpha (which generally varies between 0 and 1). So if the factor is .75 the colour of texture0 contributes 75% and the colour of texture1 contributes 25% to the colour you see on screen.

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