i try to use homography on a texture transform shader fx for the original points, and on a quad
to set the screen points. To avoid having the texture passing the borders of my new set oroginal points.
The way the texture gets transformed is hard to understand, i tried to map it here and there but cant get it working.
that’s actually wrong, it’s not gonna work with any regular shader, since there have to be devision by w component when u multiply by tTex, however there is a shader that has that already implemented homo ttex.v4p (7.5 KB)