#version 120 varying vec3 f_coord; varying vec3 f_material; uniform sampler2D nv_t_diffuse; void main(void) { float w = f_material.x; float remmod = floor( w / 16 + 0.5 ); float modulus = w - remmod * 16; gl_FragColor = texture2D(nv_t_diffuse, vec2((fract(f_coord.x) + modulus ), ( fract(f_coord.z) + remmod) ) / 16.0); // gl_FragColor = texture2D(nv_t_diffuse, vec2((fract(f_coord.z - f_coord.x) + modulus ), ( fract(-f_coord.y) + remmod) ) / 16.0); }