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@@ -27,7 +27,7 @@ The project is setup like this:
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_Note: water_bg is assigned to tex0 slot and water_wave is set to tex1 slot. Two sampler slots are assigned in material sampler properties shown below._
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-
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+
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_Currently tex1 will be the texture that will be scrolling so Wrap U & V are set to Repeat._
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@@ -62,7 +62,7 @@ void main()
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}
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```
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-The model supplies the attribute `texcoord0`, this is our texture UV coordinates. We declare our vec4 uniform named animation_time and we also have two vec2 varying texcoords 0 and 1 which we pass these to the fragment program after we assign them the attribute UV coords `texcoord0` in `void main()`. As you can see var_texcoord1 is different because this one we are offsetting before it is sent to the fragment program. Assign a vec2 so that we can `animation_time` to the x and y separately if we want. In this case we only take `texcoord0.x` and subtract our constant `animation_time.x` which when animated will offset in the negative U axis (horizontal left), we set `texcoord0.y` to keep its attribute position. EZ PZ!
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+The model supplies the attribute `texcoord0` which is our texture UV coordinates. We declare our vec4 uniform named animation_time and we also have two vec2 varying texcoords 0 and 1 which we pass these to the fragment program after we assign them the attribute UV coords `texcoord0` in `void main()`. As you can see `var_texcoord1` is different because this one we are offsetting before it is sent to the fragment program. Assign a vec2 so that we can `animation_time` to the x and y separately if we want. In this case we only take `texcoord0.x` and subtract our constant `animation_time.x` which when animated will offset in the negative U axis (horizontal left), we set `texcoord0.y` to keep its attribute position. EZ PZ!
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```glsl
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