The sky texture is a polar distorted map with planar mapping.
When I multiply the uv a constant factor or time factor, the texture just goes crazy. How do I make it spin more decently? It just spinning like crazy, you have to get nausea for this
Thanks
Jack
float4 SkyDomePS(float2 tex0 : TEXCOORD0) : COLOR
{
float2 rotator = float2(0.0, 0.0);
float2 panner0 = float2(0.0, 0.0);
float2 panner = float2(0.0, 0.0);
float2 star = float2(0.0, 0.0);
float4 horizonColor = float4(0.0, 0.0, 0.0, 0.0);
float t = 0.0;
//rotator = skyRotation * localTime * tex0;
rotator = tex0 + localTime;
//rotator.y = rotator.y + skyRotation;
float4 sample0 = tex2D(skyTexSampler, rotator);
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