my vertex shader:
precision highp float;
attribute vec3 position;
uniform float _Time;
uniform vec2 cloud_uv;
uniform float _CloudSpeed;
uniform float _CloudScale;
uniform sampler2D _Cloud;
uniform mat4 world;
uniform mat4 viewProjection;
void main(void) {
vec3 object_pos = position;
vec4 world_Pos = world * vec4(object_pos,1.0);
vec4 view_pos = viewProjection * world_Pos;
gl_Position = view_pos;
vec2 skyuv = vec2(worldPos.x,worldPos.z) / clamp(worldPos.y, 0., 10000.);
vec2 cloud_uv = skyuv +(_Time*_CloudSpeed);
cloud_uv *=_CloudScale;
}
my fragment shader:
precision highp float;
uniform sampler2D _Cloud;
varying vec2 vUv;
varying vec4 worldPos;
uniform float _Time;
uniform vec2 cloud_uv;
uniform float _CloudSpeed;
uniform float _CloudScale;
void main(void) {
float cloud = texture2D(_Cloud, cloud_uv).x;
gl_FragColor = vec4(cloud,cloud,cloud,1.0);
}
Why does the Texture not have offset?