So, I updated the Unshaded.vert with the following (material def file allows for setting Offset)
uniform mat4 g_WorldViewProjectionMatrix;
attribute vec3 inPosition;
#if defined(HAS_COLORMAP) || (defined(HAS_LIGHTMAP) && !defined(SEPARATE_TEXCOORD))
#define NEED_TEXCOORD1
#endif
#ifdef NEED_TEXCOORD1
attribute vec2 inTexCoord;
varying vec2 texCoord1;
varying vec2 Offset;
#endif
#ifdef SEPARATE_TEXCOORD
attribute vec2 inTexCoord2;
varying vec2 texCoord2;
#endif
#ifdef HAS_VERTEXCOLOR
attribute vec4 inColor;
varying vec4 vertColor;
#endif
void main(){
#ifdef NEED_TEXCOORD1
texCoord1 = vec2((inTexCoord[0]+Offset[0]),(inTexCoord[1]+Offset[1]));
#endif
#ifdef SEPARATE_TEXCOORD
texCoord2 = inTexCoord2;
#endif
#ifdef HAS_VERTEXCOLOR
vertColor = inColor;
#endif
gl_Position = g_WorldViewProjectionMatrix * vec4(inPosition, 1.0);
}
So the loop updates Offset from value 0 to 1 in increments of .01f
The texture moves… only when I rotate the camera along the Zaxis (looking up and down). I know it has something to do with the last line (gl_Position). I am assuming I need to swap out WorldView for something Local to the rendered object?
Any help would be appreciated!