So I've been trying to get a texture atlas to display correctly on my chunks but some of the textures are displayed sideways. I'm stumped trying to figure out how to rotate the textures. I've had some success using SetVertexNormal but I don't know how to flip them 90 degrees. Here's the shader I'm using, I converted it from this article. https://0fps.net/2013/07/09/texture-atlases-wrapping-and-mip-mapping/
//Initialize accumulators
vec4 color = vec4(0.0, 0.0, 0.0, 0.0);
float totalWeight = 0;
vec2 tileUV = vec2(dot(ex_normal.zxy, ex_position),
dot(ex_normal.yzx, ex_position));
tileOffset = vec2(0.20, 0);
vec2 tileSize = vec2(0.025,0.025);
for(int dx=0; dx<2; ++dx)
for(int dy=0; dy<2; ++dy)
{
//Compute coordinate in 2x2 tile patch
vec2 tileCoord = 2.0 * fract(1 * (tileUV + vec2(dx,dy)));
//Weight sample based on distance to center
float w = pow(1.0 - max(abs(tileCoord.x - 1.0), abs(tileCoord.y - 1.0)), 8.0);
//Compute atlas coord
vec2 atlasUV = tileOffset + tileSize * tileCoord;
//Sample and accumulate
color += w * texture(texture0, atlasUV);
totalWeight += w;
}
//Return weighted color
fragData0 = (color / totalWeight);
I'm completely new to shader programming, so I'm sure there's some stupid mistake I've overlooked. Alternately I've tried using a texture array instead but have had little success. I was trying to follow this code but I couldn't get it to work.
I guess texturing with algorithms is a bit more complicated than I thought it was going to be. I was planning on rendering multiple chunks and cave generation but got stuck trying to figure out how to properly texture a single chunk.