make some minor adjustments to the texturing example
@@ -9,11 +9,11 @@ use bevy::{
texture::{AddressMode, SamplerDescriptor},
},
};
-use building_blocks_core::{Extent3i, PointN};
-use building_blocks_mesh::{
+use building_blocks::core::prelude::*;
+use building_blocks::mesh::{
greedy_quads, GreedyQuadsBuffer, IsOpaque, MergeVoxel, OrientedCubeFace, UnorientedQuad,
};
-use building_blocks_storage::{Array3x1, Get, IsEmpty};
+use building_blocks::storage::{Array3x1, Get, IsEmpty};
use camera_rotation::{camera_rotation_system, CameraRotationState};
const APP_STAGE: &str = "app_stage";
@@ -218,8 +218,9 @@ void main() {
v_Normal = mat3(Model) * Vertex_Normal;
v_Position = (Model * vec4(Vertex_Position, 1.0)).xyz;
- // Gets used here and passed to the fragment shader
- v_Uv = vec3(Vertex_Uv, Vertex_Layer);
+ // Gets used here and passed to the fragment shader.
+ // Rescale the UVs to make the example look better.
+ v_Uv = vec3(0.1 * Vertex_Uv, Vertex_Layer);
gl_Position = ViewProj * vec4(v_Position, 1.0);
}
