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Warp/composite mesh U/V coordinates cause issues with some preset shaders #724

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@kblaschke

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@kblaschke

After the renderer rewrite, some presets still do not render properly, leaving parts or the whole the image black. A few presets where this is quite obvious are:

  • martin - stormy sea
  • Goody + martin - crystal palace - Aqua Lumens
  • Goody + martin - crystal palace - Ocular Anima

The reason for this is that some presets use U/V coordinates in the exponent part of the pow() function, which is not allowed to be negative. Since texture coordinates - at least in OpenGL - can be negative, this will cause the result to become NaN, breaking any subsequent calculations on the value. It might affect other presets as well, not causing clearly visible back areas but other less obvious artifacts as the values may not be in the range expetected by the preset author.

One possible fix might be to wrap the U/V coordinates in the warp mesh vertex shader to always be in the range [0...1[.

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