diff --git a/interface/resources/shaders/metavoxel_voxel_splat.frag b/interface/resources/shaders/metavoxel_voxel_splat.frag index c6c9860c1a..d0d0661164 100644 --- a/interface/resources/shaders/metavoxel_voxel_splat.frag +++ b/interface/resources/shaders/metavoxel_voxel_splat.frag @@ -26,11 +26,12 @@ varying vec4 alphaValues; void main(void) { // determine the cube face to use for texture coordinate generation vec3 absNormal = abs(normal); - vec2 parameters = step(absNormal.yy, absNormal.xz) * step(absNormal.zx, absNormal.xz); + vec3 steps = step(absNormal.zzy, absNormal.xyx); + vec2 parameters = mix(vec2(0.0, steps.y), vec2(steps.x, steps.x), steps.z); // blend the splat textures - gl_FragColor = (texture2D(diffuseMaps[0], mix(gl_TexCoord[0].xw, gl_TexCoord[0].zy, parameters)) * alphaValues.x + - texture2D(diffuseMaps[1], mix(gl_TexCoord[1].xw, gl_TexCoord[1].zy, parameters)) * alphaValues.y + - texture2D(diffuseMaps[2], mix(gl_TexCoord[2].xw, gl_TexCoord[2].zy, parameters)) * alphaValues.z + - texture2D(diffuseMaps[3], mix(gl_TexCoord[3].xw, gl_TexCoord[3].zy, parameters)) * alphaValues.w); + gl_FragColor = (texture2D(diffuseMaps[0], mix(gl_TexCoord[0].xy, gl_TexCoord[0].zw, parameters)) * alphaValues.x + + texture2D(diffuseMaps[1], mix(gl_TexCoord[1].xy, gl_TexCoord[1].zw, parameters)) * alphaValues.y + + texture2D(diffuseMaps[2], mix(gl_TexCoord[2].xy, gl_TexCoord[2].zw, parameters)) * alphaValues.z + + texture2D(diffuseMaps[3], mix(gl_TexCoord[3].xy, gl_TexCoord[3].zw, parameters)) * alphaValues.w); }