I am looking for someone to write a shader in GLSL and HLSL that renders a huge amount of cubes(represented as voxels).
The system must work by taking a three dimensional texture as an input. This texture contains information about the voxels(Stored in the ARGB values). This information will describe a location in a texture atlas(two dimensional texture).
The shader must take these inputs and the vertices from a larger cube and then ray cast many smaller virtual cubes, textured using the texture from the texture atlas. If the texture is the transparent texture(Say at location 0,0), the block won't be raycasted.
The above or more efficient technique must be used. These blocks must be rendered very efficiently, with hundreds of thousands of blocks capable of being displayed with a decent frame rate.
I have attached the webpage of a forum where someone is discussing this technique, and showing proof that it is possible.