I'm trying out GLSL and one of the problems I'm facing is wrapping a random texture sampler in the shader. Searching for answers on the web first, this leads me to using these:
glTexParameter()
GL_TEXTURE_WRAP_S GL_REPEAT
GL_TEXTURE_WRAP_T GL_REPEAT
I'm not sure where to put this or how to use it. I'm using a custom engine for this shader and I would assume I could wrap the texture in the shader.
My main concern on this is my final output render having left and bottom artifacts. I got some previous advise it has to do with wrapping a random texture that is used for noise if that helps in my case.
fract (tex_coord.st)
will do the same thing, this is not particularly useful knowledge but I thought you might like to know ;) \$\endgroup\$uniform sampler2D randtex0
as the texture I would like to wrap and not clamp. \$\endgroup\$