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Old 3rd June 2008, 17:12   #23
wellspring of milk
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i don't mean to let the shader know where the shape is - i speak of letting the shader do, what the shape did before.

and i could also point you to the shader equation for mirroring on any axis - but it's even more fun to let you do it as homework (we can compare our results next weekend - this is plain geometry)

any idea how to mirror(or even wrap) on one axis but not the other(wrap x, clamp y)?
getPixel(float2(frac(uv.x),saturate(uv.y))); ???

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