YouGroove Posted May 19, 2013 Posted May 19, 2013 Like that lava : It is possible on models, i dind't find it on documentation ? Quote Stop toying and make games
Admin Posted May 19, 2013 Posted May 19, 2013 This can be easily done with a shader. Declare a uniform in the fragment shader like this: uniform float currenttime; Then use that to modify your texture coordinates: texcoords.y += currenttime/100.0; 1 Quote
tjheldna Posted June 24, 2013 Posted June 24, 2013 Sorry I'm trying to get this working and I'm a shader noob which is a bad combo.... //Uniforms uniform sampler2D texture0;//diffuse map uniform float currenttime; //Inputs varying vec2 ex_texcoords0; varying vec2 ex_texcoords1; varying vec4 ex_color; varying float ex_selectionstate; void main(void) { vec2 texcoords = ex_texcoords0; texcoords.y += currenttime/100.0; vec4 outcolor = ex_color; //Modulate blend with diffuse map outcolor *= texture2D(texture0,ex_texcoords0); //Blend with selection color if selected gl_FragColor = outcolor; } Obviously it's not working, am I on the right track? Any clues on how to get it working? Any help would be appreciated! Cheers! Quote
shadmar Posted June 24, 2013 Posted June 24, 2013 Just change : outcolor *= texture2D(texture0,ex_texcoords0); to outcolor *= texture2D(texture0,texcoords); 1 Quote HP Omen - 16GB - i7 - Nvidia GTX 1060 6GB
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