Hi guys,
i´m trying to make a star field animation, but i have some problems wrapping the particles position inside the shader.
The idea is to have a continuous field for a 360° projection like in the attached cpu version.
wandering stars!!! wow, great idea lasal! i love it.
and, hej unc - please can you translate the additional comment for the little leecher users, please. i understand you a little fine. and i will work very hard.
Hey Unc,
thanks for the tip, but instead a Z axis movement i´m looking for a XY movement.
I only need to wrap the positions in XY axis like in the attached CPU example.
For the moment i can only make a boundary for the particles but they hide when cross the limits.
in other words, is there any mathematical expression in hlsl to imitate the wrap Address UV behaviour?
frac affects what is bigger than 1 and smaller than 0
first you need to transform your position from boundsmin…boundsmax to 0…1, then apply frac(), then strecth it if you need
Hi lasal,
I’m looking for something similar
i changed the code accordantly flagged solution, but it doesn’t work for me.
if you still have it, can you upload your .fx pls.
cheers,dimi
u can grab shader from the post https://discourse.vvvv.org/ just change the blend mode on add, and iinsert some particles texture…
however that shader not gonna work for the sphere 360 projection.