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From your original equation a_position.x = a_position.x + amplitude * sin(phase + a_position.x); We'll just be taking at look at the sin portion as this is where this effect comes from sin(phase + a_position.x); Let's look at the sin function over a half of a period for different positions (phase is in degrees) Position 1 - a_position.x = 0 sin(0 + 0) ...


Modern graphics APIs are very careful about specifying how rasterization of triangles that share edges will be done in order to avoid overlapping fragments and missing fragments. Fabien Giesen mentions one of these rules in his article series on the graphics pipeline, cited here: you need to have tie-breaking rules to ensure that for any pair of ...


Answer: Added the vertexIDs in a second uv(set x value to the id) channel in the mesh(from my c# code), and then in the shader I could use the ids as I needed, example: void function(inout appdata_full v) { int vertexID = v.texcoord1[0]; ... }

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