Try it without any deformation in the shader. If your matrix transformations are correct the shader should behave as passthrough - i.e. nothing apparent should happen. Once that works try adding some simple test deformation.
I tried with no deformation and nothing happens (like it should). And when I tried offsetting the x value of the UV it acted like this:
I canāt seem to find a working solution and I think I bit off more than I could chew with this shader, so Iāll just do something other than thisā¦
That looks fine. Just adjust the amplitude and frequency of your trigonometric function. Remember those will now be in world space.
Okay Thanks for your help!