Hello, 

Could you tell me what do you mean "define a mapping from vertex numbers to st 
coordinate"? Could I do like this in the fragment shader?

gl_TexCoord[0].st = vec2(position.x, position.y);
gl_FragColor = texture2D(myTexture, gl_TexCoord[0].st);

where position is the distorted pixel coordinates.

But how to write the vertex shader?

Thanks!

Cheers,
Ying


Solkar wrote:
> 
> Becky wrote:
> > Would someone tell me how to access all the vertexes of a 3d model in the 
> > vertex shader? 
> 
> 
> Hi Becky!
> 
> You would need to define a mapping from vertex numbers to st coordinates,  
> then store the position data in a texture according to that mapping and 
> provide that texture via a sampler uniform.
> .
> 
> Best regards,
> S.


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