#UV mapping issue, recreating shadertoy
9 messages · Page 1 of 1 (latest)
Yes gimme a sec
function pallete(t)
local a = Vector3.new(.5, .5, .5)
local b = Vector3.new(.5, .5, .5)
local c = Vector3.new(math.cos(1), math.cos(1), math.cos(1))
local d = Vector3.new(math.cos(.263), math.cos(.416), math.cos(.557))
return a + b * math.cos(6.28318) * (c * math.cos(t) + d)
end
for x = 0, XY_SIZE.X, INCREMENT do
for y = 0, XY_SIZE.Y, INCREMENT do
local fragCoord = Vector2.new(x * CENTER.Size.X, y * CENTER.Size.X)
local UV = (fragCoord * 2 - VIEWFRAME_SIZE) / VIEWFRAME_SIZE.Y
local clampedUV = Vector2.new(math.max(UV.X, 0), math.max(UV.Y, 0))
local d = length(UV)
d = math.sin(d * 8.)/8. -- math.sin(d*8.)/8.
d = math.abs(d)
d = math.clamp(.02 / d, 0, 1)
local NEW_PIXEL = CENTER:Clone()
NEW_PIXEL.Parent = script.Parent.Changeable
NEW_PIXEL.Position = Vector3.new(START_POSITION.X + (x * CENTER.Size.X), START_POSITION.Y, START_POSITION.Z + (y * CENTER.Size.Z))
NEW_PIXEL.Color = Color3.new(pallete(d).X - .5, pallete(d).Y - .5, pallete(d).Z - .5)
NEW_PIXEL.Name = x .. ' ' .. y
table.insert(PIXEL_TABLE, NEW_PIXEL)
end
end
@worthy roost ^
one second lmao
No rush
okay i am confused aswell, sorry i suck at math