Tīmeklis2015. gada 14. dec. · As stated in the docs you refer to, it is dst (x, y) = src (map_x (x, y), map_y (x, y)). Transforming points dst -> src is easy (lookup in map_x and map_y … Tīmeklis2015. gada 4. nov. · glsl-map Map a value between one range to another. For example, if you have a value of 0.3 mapped between 0 and 1, but you want it mapped between …
Using SPIR-V in practice with SPIRV-Cross - Khronos Group
Tīmeklis2024. gada 1. maijs · Cg was the name of the shader language Unity originally used, and the letters "cg" are littered through out the shader code and even the official documentation, but the last usage of it was scrubbed about 5 years ago (though it had been mostly phased out even before that). HLSL is the language all of Unity's own … TīmeklisGLSL To AGAL compiler -- Use this to compile GLSL shaders so they can be used in your flash application. - glsl2agal/remap_agalvars.cpp at master · adobe/glsl2agal good mutual funds to invest in canada
sin - OpenGL 4 Reference Pages - Khronos Group
Tīmeklis2024. gada 9. jūl. · The normal answer for the question in the title is you need to scale and offset the UVs. For something like a quad you can assume a uv range of 0.0 to 1.0 on the x and y, so if you want a square that's only a third of that range, and offset to a particular trient, you need to multiply the UVs by 1/3, then add either 1/3 or 2/3 to the … Tīmeklis2024. gada 7. apr. · GLSL program snippets are written between GLSLPROGRAM and ENDGLSL keywords. In GLSL, all shader function entry points have to be called main (). When Unity loads the GLSL shader, it loads the source once for the vertex program, with the VERTEX preprocessor define, and once more for the fragment program, … Tīmeklis2024. gada 23. okt. · Addendum - another useful function is Remap! Remap takes a value within a given input range into a given output range, which is basically a combined inverse lerp and lerp! Here's the code for all three! (Also, none of these are clamped - they can all extrapolate) good mylk company