ty VAT GLSL Shader
#5
Which tyVAT mode are you trying to implement? They all work a bit differently in terms of how they store data.

The simplest mode is just the relative offset mode, especially when storing data as floats (or halfs). Then it's just the pixel RGB values that store the deformations as vertex offsets with no further calculations required. Just add the RGB values (as a float3) to your vertex positions in your vertex shader to get the proper offset.
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Messages In This Thread
ty VAT GLSL Shader - by pantov - 01-18-2025, 07:16 AM
RE: ty VAT GLSL Shader - by tyFlow - 01-18-2025, 08:07 AM
RE: ty VAT GLSL Shader - by factorysettings_net - 01-21-2025, 10:00 AM
RE: ty VAT GLSL Shader - by pantov - 01-18-2025, 09:17 AM
RE: ty VAT GLSL Shader - by tyFlow - 01-21-2025, 01:54 PM

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