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  1. Ah nice, I totally missed it creates a 128x128 temporary texture, makes sense why inputPixel doesn't work. Yea I see what you are saying about uSampler, my game shader does use uSampler, I updated the codepen and verified your recommendations work, I updated the uniforms in my game shader and everything is good now. Also mesh shaders are great, found about them the other day. I love pixi js! Thanks!
  2. Hi, I'm trying to learn how to pass and use textures in PIXI.Filter. I have a game that uses a complex filter that takes multiple textures and behaves differently depending on the color of the pixel of each texture. It's too complicated to post here. The main problem I have is: I don't know how to measure the width / height of a pixel of the texture I'm passing inside my shader. Here I have a very simple filter that illustrates my issue: I want to create a filter that I pass the following "u" shape texture the filter uses that shape to generate a red drop shadow like this: The problem is the shader messes up and doesn't calculate properly the length of a pixel resulting on this: I was expecting to have a perfect stair going up, and I was expecting more steps on the stair (see algorithm below). Does anyone know what I'm doing wrong? Here's a link to a codepen illustrating the issue: Here's the vertex shader: attribute vec2 aVertexPosition; attribute vec2 aTextureCoord; uniform mat3 projectionMatrix; varying vec2 vTextureCoord; uniform mat3 shadowMapMatrix; varying vec2 vShadowMapCoord; void main(void) { gl_Position = vec4((projectionMatrix * vec3(aVertexPosition, 1.0)).xy, 0.0, 1.0); vTextureCoord = aTextureCoord; vShadowMapCoord = (shadowMapMatrix * vec3(aTextureCoord, 1.0)).xy; } Here's the frag shader: precision highp float; varying vec2 vTextureCoord; uniform vec4 inputPixel; // Problem is here varying vec2 vShadowMapCoord; uniform sampler2D shadowMapTexture; void main() { vec4 shadowColor = vec4(1, 0, 0, 1); vec2 displacementCoord = vShadowMapCoord; vec4 shadowMapColor = texture2D(shadowMapTexture, vShadowMapCoord); vec4 finalColor; vec4 translateColor; vec2 translate = vec2(inputPixel.z,-inputPixel.w); for(int i= 0; i < 10; i++) { displacementCoord -= translate; translateColor = texture2D(shadowMapTexture, displacementCoord); if (translateColor.x > 0.0 && shadowMapColor.x == 0.0) { finalColor = shadowColor; break; } } gl_FragColor = finalColor; } Clearly the issue is with inputPixel, displacementCoord is not decrementing properly on each iteration in the for loop. Here's how I calculate the matrix for the texture public apply( filterManager: systems.FilterSystem, input: RenderTexture, output: RenderTexture, clearMode: boolean ): void { this.uniforms.shadowMapMatrix = filterManager.calculateSpriteMatrix( this._matrix, this._shadowMapSprite ); filterManager.applyFilter(this, input, output, clearMode); } So the question is. How do I properly calculate inputPixel so that I don't have the irregular staircase problem? Thanks.