my circle got distorted, bad.
I'm writing a fragment shader to do some image transformation and I'm seeing some random error noise, not sure what's up.
I'm merging two textures, one read with .read(gid); and one read using a sampler .sample(s, uv);
I created the sampler in Swift and passed it in to the shader.
Here's how I pass in the textures to the shader:
texture2d<float, access::write> outTexture [[ texture(0) ]],
texture2d<float, access::read> inTextureA [[ texture(1) ]],
texture2d<float, access::sample> inTextureB [[ texture(2) ]]
I get the initial uv coordinates like this:
float u = float(gid.x) / float(inTextureB.get_width());
Here's what I'm seeing:
Anyone have any clue what's going on?
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