I’ve got a simple shader meant to display a scrolling star texture, and it looks fine in the editor, but the stars are miniscule during runtime, and I can’t figure out how to scale them up, as the zoom variable only impacts the editor version. I figure it’s likely related to how small the actual image is, but I’d like to be able to adjust the displayed size without increasing the file size.
Project the pattern texture in world or object space; transform the vertex position in vertex function to world space by multiplying with MODELVIEW_MATRIX, scale the result and send it to the fragment function to use as pattern texture UVs.