My vertex shader is quite simple, and takes input data in the form of bytes to generate the Position of the vertex.
// CALCULATE THE WORLD POSITION. float4 position = float4( (ChunkXLoc * 16.0f + input.CubeData.x + input.ChunkData.x) * 30, (input.CubeData.y + input.ChunkData.y) * 30, (ChunkZLoc * 16.0f + input.CubeData.z + input.ChunkData.z) * 30, 1.0f); // TRANSFORM WORLD POSITION TO SCREEN SPACE. output.Position = mul(position, ViewProj);
Any ideas on how I can get rid of the seams?



















