All i need to do is sample the same texture at at-least four different points, so using an offset will do. Using colour channel that gives me 4 different values(uint8 so 0-255) for weights so, four textures.
Tex2pos will be Tex1pos + offset of some kind. etc.
pixel = Tex1Pos * TexWeight.x
pixel += Tex2 Pos * TexWeight.y
... +=
... +=
Is this possible?
The tile map will appear smoothly textured as a result, with textures painted according to the weight values which could be a heightmap or any old map.