@pspeed Oh… sorry.
I am updating the shader I am using to move clouds. At the moment, I determine the offset from the original clamp in the update loop and pass it in to move the texture. However, it seems silly to continuously pass in an offset when the shader should be capable of doing it.
For instance…
if the current texCoord1 = 0.457, 0,0312
I need to += it by .055, -0.12 (these are the xInc, yInc variables)
If the direction or speed changes… the xInc, yInc should change by only a small fraction.
Basically it should look like this:
xInc += (speed*sin(rotation));
yInc += (speed*cos(rotation));
But this complete depends on knowing the previous x,y coord. Unless the rotation or speed changes, xInc and yInc will always be constant.
According to GLSL references… variable types can be:
attribute, varying, uniform, in or out…
in reads in the previous value from the last render loop….
but I can’t seem to get it working right /boggle