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That would be the ideal solution, but it is unclear if MonoGame can support this. (Possibly on the DirectX side?)
The temporary solution works well enough: use a shader parameter instead, which required defining a new texture and sampler and setting those with a Parameters[x].SetValue(texture).
If we can make it work the original way, that would be better.
The text was updated successfully, but these errors were encountered:
In
refraction.fx
, the original code used this:The code used this:
That would be the ideal solution, but it is unclear if MonoGame can support this. (Possibly on the DirectX side?)
The temporary solution works well enough: use a shader parameter instead, which required defining a new texture and sampler and setting those with a
Parameters[x].SetValue(texture)
.If we can make it work the original way, that would be better.
The text was updated successfully, but these errors were encountered: