I use bmap_process a lot.
Here my question, why do I have an offset coming with the input Texture coordinates.
float4 process_bmap(float2 Tex: TEXCOORD0): COLOR
{
float4 color;
if(vecSkill1[2] >= Tex.x)
{
color = float4(1, 0, 0, 1);
}
else
{
color = float4(0, 0, 0, 1);
}
return color;
}
TEXCOORD0 comes with an offset between -0.05 and -0.06
That means the texture coordinates are not in between 0.0 - 1.0 range
I guess it is a bug in bmap_process. But I am not a shader expert so this could have a simple different reason.
I know that my code above is an example of bad shader programming. But I did that to eliminate all hlsl functions and just debug "Tex".