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[WIP] per channel uv transform example #14174
I mustered up a quick example to override the
I used roughnessMap, specularMap, metalnessMap and map and added a simple scale + offset to each.
It's not the cleanest thing but it's an example of how to quickly prototype something without affecting the core.
It's easy to also expose these, but for some reason i think
This is another example of using shader injection, specifically with the currently available
I think that this is a valid use case to find itself in the core, (transforms probably don't belong on textures, rather texture slots) but since it's a complicated process to propose and review something like that,
In this particular case, it mimicked a script that one could write to replace some code over many files, rather than doing it manually. For production it's a bit clunky, that's where i'd propose an alternative. Even if this weren't in the core, i think the area of GLSL is so self contained that this would be an easy effect to carry across and combine with other shader modifications.
v3 copies the transform matrix logic, i also moved the uniform creation to be synchronous.
Why not if it is encapsulated somehow?
The user only sees this:
Advanced user sees example how to make this ^