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  • Thanks, that worked.

    *edit:( but unfortunately it doesn't grab the transparency of the layer, something I need.)

    Also it's a little annoying have to setup a canvas object every time you want the effect to work, since the shader only gives you any useful result when it's iterative.

    isn't possible to obtain this result just through shader code?

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  • Is it possible to apply a pixel shader to the foreground texture, and then update that result into the foreground texture of the next rendered frame?

    Something like the diagram below:

    <img src="http://www.prr-art.com/things/diagram.jpg">

    I want to obtain an iterative shader, but I don't know if that is really possible.

  • Thanks for the information ROJOhound, that clarify everything.

    Well, I must suggest changing the name of the expression to "Vertex Displacement X" then, since "Vertex X" logicaly suggest that the returned data would be maybe the relative vertex X position from the hotspot of the object, or relative vertex X position from the top left corner (since mesh points start 0 0 from there), or even the absolute position of the Vertex.

    From an usability point, it would make much more sense to have an expression that returned the positions rather than displacements, since positions are much more generic data than displacements.

    Displacements are derived data of two positions. But anyway....

  • When I try to use the expression "get Vertex X" (or Y or Z) it always return zero.

    It seems to work fine with UV coordinates but not with the XYZ positions.

    This is yet another bug or what?

    I'm trying to make a better MeshEditor, but seems impossible to draw the vertices of loaded distorted meshes without knowing where they are.

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Animmaniac

Member since 18 Mar, 2010

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