Hmm I get the impression you lack some general understanding of how a shader works. You always have to keep in mind you're calculations are meant for one pixel at a time, but will be sequentially (well sorta) executed for all of the pixels on screen. So that means the texture coordinate you're working with, is that of the…
Well the way the rotation calculations affect your final result greatly depends on how your object is unwrapped. Just visualize it by going into your UV editor, selecting all UV's, and rotating aroung the centrepoint. That's what you'll be doing in code as well. If you want it to look like every face of the cube is…
Excellent, I have fixed it now. I am viewing the shader in RenderMonkey and it seems that the default cube model it comes with has its UVs layed out as a cross shape. I exported a default cube from Max and the shader looks perfect now. It was only a simple effect - I was trying to make a fan blade spin. Thanks for all the…
Hello all! I'm trying to develop my 3D skills, particularly GLSL, but unfortunately I've gotten a bit stuck as I want to do something that I can't find any online documentation for. I've been a longtime reader of Polycount so I thought I'd sign up and see if I could get any assistance from the community :) Within my shader…