Post Process Material with radial texture mapping

Hey Guys :wave:,
i have this node material i want to turn into a node material post process:

now that material is using polar coordinates for the texture
if i try to use those polar coordinates in a post process material my texture ends up being a complete mess, tho it seemingly should work as intended…


here you can see the texture mess
if i use these coordinates for anything else it works as intended
f.e:

any texture i try to sample seemingly turns into a bunch of stretched lines, i fiddled around a lot but to no luck…

this is how it’s supposed to look like:

i’m leaving this nme link so you guys can have a look:
https://nme.babylonjs.com/#LTNAFS#2

maybe some math is off? may it be with or without the custom block i just want some sort of implementation to radially map my texture across the screen in a post process :cry: any help vastly appreciated :confused:

That’s because, by default (and if possible), calculations are performed in the vertex instead of the fragment shader. If you force the calculation to happen in the fragment shader (by forcing the “uv” block to happen in the fragment), it will work:

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Thank you so much for taking your time to look at this and figure it out.
Indeed that fixes it :tada: Thanks for the clarification :slightly_smiling_face: