SHADERed
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Texture coordinates are flipped on a plane + Why is a non-rotated plane rotated?
Walking my way through thebookofshaders.com, doing some examples, it turns out already the first example in the book shows a flipped result in SHADERed.
After doing some testing myself to be absolutely sure I'm seeing this right when using a plane in SHADERed the position (0,0) is displayed in the bottom right. I would expect (0,0)
to be the bottomleft corner though.
This is the test I did:
float plotOrigin(vec2 p, float relSize) {
if (p.x >= 0 && p.x <= relSize
&& p.y >= 0 && p.y <= relSize) {
return 1.0;
} else {
return 0.0;
}
}
void main() {
vec3 backgroundColor = vec3(0.2, 0.2, 0.2); // gray
vec3 plotColor = vec3(1.0, 1.0, 0.0); // yellow
outColor = vec4(
(plotOrigin(texCoordV.xy, 0.1) * plotColor) + backgroundColor,
1.0);
}
And this is the output:
As mentioned in https://github.com/dfranx/SHADERed/issues/244 it's probably the normal of the plane being in the wrong direction. Could this please be fixed? Thanks in advance!
Aside from this I don't really get why the plane is being rotated when rotation is set to 0 on all axis. I would expect a non rotated plane to face the camera of the viewport.
SHADERed version: 1.5.6