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Feature Request: Proxy Mesh in Vertex Shader

It occurred to me that I could use depthfade multiplied against against a sine wave in the vertex shader to create waves which followed the contour of the shore line. But depthfade in the vertex shader is illegal for obvious reasons. I would like to suggest that the shader read from a pre-deformation version of the mesh as a sort of proxy to deform the render mesh vertices.

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asked Dec 09 '14 at 07:37 PM in Everything Else

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King Mango
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