I updated my BlockShader. I hadded perpixellightning and the ability to transfer ambient and selection "light" by using the second UV(thanks to MasterQ32 for the hint).

As i have multiple blocks within the same mesh sometimes, it required a material/entity independed per vertex solution.

This results in the following:
I can display claimed blocks/surfaces brighter than nonclaimed
The selection is painted directly on the mesh, instead of using a big sprite entity above the level with a Texture that has a bluepixel when selected.

Oh, and whe have a light floating at the cursors position laugh




Greetings
Rackscha


MY Website with news of my projects:
(for example my current
Muliplayer Bomberman,
GenesisPrecompiler for LiteC
and TileMaster, an easy to use Tile editor)
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