polyvox/media/materials/programs/TextureAtlasFragmentProgram.cg

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struct v2f
{
float4 Position : POSITION; //in projection space
float4 Color : COLOR;
float4 TexCoords : TEXCOORD0;
float4 Normal : TEXCOORD1;
float Alpha : TEXCOORD2;
};
float4 main(v2f IN, uniform sampler2D colourMap : TEXUNIT0) : COLOR
{
/*OUT.TexCoordsXY.xy = OUT.Position.xy;
OUT.TexCoordsYZ.xy = OUT.Position.yz;
OUT.TexCoordsXZ.xy = OUT.Position.xz;*/
/*OUT.TexCoordsXY.xy /= textureScale;
OUT.TexCoordsYZ.xy /= textureScale;
OUT.TexCoordsXZ.xy /= textureScale;*/
IN.TexCoords /= 16;
IN.TexCoords.x = frac(IN.TexCoords.x);
IN.TexCoords.y = frac(IN.TexCoords.y);
IN.TexCoords.z = frac(IN.TexCoords.z);
IN.TexCoords /= 4.0;
float material = floor(IN.Alpha);
float y = floor(material / 4.0);
//float x = material - y;
float x = fmod(material,4.0);
//x = 1.0 - x;
float2 offset = float2(x,y);
offset /= 4.0;
float3 colourMapValueXY = tex2D(colourMap, IN.TexCoords.xy + offset).rgb * abs(IN.Normal.z);
float3 colourMapValueYZ = tex2D(colourMap, IN.TexCoords.yz + offset).rgb * abs(IN.Normal.x);
float3 colourMapValueXZ = tex2D(colourMap, IN.TexCoords.xz + offset).rgb * abs(IN.Normal.y);
float3 colourMapValue = colourMapValueXY + colourMapValueYZ + colourMapValueXZ;
//colourMapValue /= 3.0;
return float4(colourMapValue*IN.Color.rgb,1.0);
//return float4(1.0,0.0,0.0,1.0);
}