not sure why but I am not able to repeat the texture when using customer fragment shader
Here is my fragment
fragment float4 bFragment( VertexOut vertexOut [[stage_in]],
texture2d<float, access::sample> textureInput [[texture(0)]],)
{
constexpr sampler sampler2d(coord::normalized, address::repeat, filter::linear, address::repeat);
float4 outputColor;
outputColor = textureInput.sample(sampler2d, vertexOut.texCoord);
return float4(outputColor.x , outputColor.y , outputColor.z , 1.0);
}
Here is how I pass the texture:
let imageProperty = SCNMaterialProperty(contents: texture)
imageProperty.wrapS = .repeat
imageProperty.wrapT = .repeat
imageProperty.contentsTransform = SCNMatrix4MakeScale(screenRatio * numberOfRepetitionsOnX, numberOfRepetitionsOnX , 1)
node.geometry!.firstMaterial!.setValue(imageProperty, forKey: "textureInput")
Image is NOT repeated, just clamped to the object, no matter the size of the texture.
If I use the same settings with NO customer shader:
let myMaterial = SCNMaterial()
myMaterial.lightingModel = .constant
myMaterial.diffuse.contents = texture
myMaterial.diffuse.wrapS = .repeat
myMaterial.diffuse.wrapT = .repeat
myMaterial.diffuse.contentsTransform = SCNMatrix4MakeScale(screenRatio * numberOfRepetitionsOnX, numberOfRepetitionsOnX , 1)
node.geometry!.firstMaterial! = myMaterial
Texture correctly repeated
Questions:
Thanks.
When using SCNProgram
the contentsTransform
property of SCNMaterialProperty
has no effect (because support is implemented in SceneKit's built-in vertex and fragment shaders).
You will need to pass the 2D matrix to the custom SCNProgram
shaders and manually transform the texture coordinates there.