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drudiverse · Aug 15, 2014 at 10:34 AM ·
shaderoffsetsurfacetexture atlas
how to offset and stretch texture atlas in .shader?
i am converting a shader from multiple textures to a texture atlas.
previously i just read the color at each pixel via
color = tex2D(sampler2D,IN.uv_Texture1);)
If i try to resize and offset the uv read position of the tex3d function, even if i add 0.0001 to uv.y, the entire shader goes black:
color = tex2D(sampler2D,IN.uv_Texture1*0.999);//doesnt work
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