Jump to content
  • Advertisement
Sign in to follow this  

glsl twist effect

This topic is 4060 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

If you intended to correct an error in the post then please contact us.

Recommended Posts

hi: i write a effect of shader that a quad has two texture and the second texture inside the first texure.the shader as fellow:
varying vec2 tex1;
void main()
	gl_TexCoord[0] = gl_MultiTexCoord0;
	gl_TexCoord[1] = gl_MultiTexCoord0;
	tex1 = gl_MultiTexCoord0;
	gl_Position = ftransform();
uniform sampler2D TextureUnit0;
uniform sampler2D TextureUnit1;
varying vec2 tex1;
void main()
	vec4 value1 = texture2D(TextureUnit0, gl_TexCoord[0]);
	vec4 value2 = texture2D(TextureUnit1, gl_TexCoord[1]);

	if(tex1.x >= 0.2 && tex1.y >= 0.2 &&
		tex1.x <= 0.8 && tex1.y <= 0.8)
		gl_FragColor = value2;
		gl_FragColor = value1;
the problem is there is a black quad below the effect quad. Is texture coordnate wrong?

Share this post

Link to post
Share on other sites
Sign in to follow this  

  • Advertisement

Important Information

By using GameDev.net, you agree to our community Guidelines, Terms of Use, and Privacy Policy.

Participate in the game development conversation and more when you create an account on GameDev.net!

Sign me up!