not really
i was making my own terrain and testing it but i get this:

it’s is half blended :?
why works it half?
this is my shaderfile:
(blue = snow1 and yellow = rock_snow1)
textures/terrain_wezelkrozum1/blend_snowrock // Normal texture blending
{
qer_editorimage textures/terrain_wezelkrozum1/blend_snowrock.tga
q3map_nonplanar
q3map_shadeAngle 120
{
map textures/terrain_wezelkrozum1/rock_snow1.tga // Primary
rgbGen identity
}
{
map textures/terrain_wezelkrozum1/snow1.tga // Secondary
blendFunc GL_SRC_ALPHA GL_ONE_MINUS_SRC_ALPHA
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
}
}
textures/terrain_wezelkrozum1/snow1 // Decal blending
{
qer_editorimage textures/terrain_wezelkrozum1/snow1.tga
q3map_nonplanar
q3map_shadeangle 120
surfaceparm trans
surfaceparm nonsolid
surfaceparm nomarks
polygonoffset
{
map textures/terrain_wezelkrozum1/snow1.tga
alphaFunc GE128
rgbGen identity
alphaGen vertex
}
{
map $lightmap
blendFunc GL_DST_COLOR GL_ZERO
rgbGen identity
depthFunc equal
}
}
textures/terrain_wezelkrozum1/rock_snow1
{
q3map_nonplanar
q3map_shadeangle 120
qer_editorimage textures/terrain_wezelkrozum1/rock_snow1.tga
{
map $lightmap
rgbGen identity
}
{
map textures/terrain_wezelkrozum1/rock_snow1.tga
blendFunc filter
}
}