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-rw-r--r--src/main/resources/shaders/chunk.frag15
1 files changed, 8 insertions, 7 deletions
diff --git a/src/main/resources/shaders/chunk.frag b/src/main/resources/shaders/chunk.frag
index d399114..be904a0 100644
--- a/src/main/resources/shaders/chunk.frag
+++ b/src/main/resources/shaders/chunk.frag
@@ -16,14 +16,15 @@ uniform sampler2D lightTex;
void main()
{
- float relU = SPos.x;
- float relV = SPos.y;
+ float relU = mod(SPos.x, 1.0);
+ float relV = mod(SPos.y, 1.0);
//if(true||relU > 1 || relV > 1){
- if(true){
+ if(false){
//FragColor = vec4(1, 1, 1, 1);
//FragColor = vec4((SPos.x), (SPos.y), 0, 1);
- FragColor = vec4(SPos.xy, 0, 1);
+ //FragColor = vec4(SPos.xy, 0, 1);
+ FragColor = vec4(relU, relV, 0, 1);
//FragColor = vec4(abs(TexCoord.x - ProvokingTexCoord.x) * 100.0, abs(TexCoord.y - ProvokingTexCoord.y) * 100.0, 0, 1);
//FragColor = vec4((TexCoord.xy - ProvokingTexCoord.xy) * 100.0, 0, 1);
} else {
@@ -40,17 +41,17 @@ void main()
vec4 texColor = texture(atlas, goodTexCoord);
//vec4 texColor = texture(atlas, TexCoord);
- /*vec4 colorMult = Color/256.0;
+ vec4 colorMult = Color/256.0;
vec4 lightyColor = texture(lightTex, (BTexCoord + 8.0) / 256.0);
vec4 rasterColor = ((texColor * colorMult) * lightyColor);
- FragColor = rasterColor;*/
+ FragColor = rasterColor;
//FragColor = vec4(SPos.z, 1, 1, 1);
- FragColor = texColor;
+ //FragColor = texColor;
//FragColor = vec4(relU, relV, 0, 1);
}