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3 votes

Why does lv = fract(uv*2) result in grid like pattern?

Multiplying uv by K scales it from a 0–1 range to a 0–K one. As you’re noting, the fract ...
Noah Witherspoon's user avatar
1 vote

Vertices are mapped to UV coordinates, but how does the shader access the UV data?

Your vertex data can contain information that you want. When we talk about vertex data, you can imagine a structure in which you can store data. And you can imagine a struct array where all vertex ...
Thomas's user avatar
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