Hi, I’m using Nez and I’m trying to make a distortion shader using textures.
Currently I’m drawing sprites onto a separate rendertexture (to sample in a distortion shader later), using a shader which samples that rendertexture so it can draw textures onto it with an overlay “blend” function (I think it’s impossible to use an actual blend function for what I’m doing).
The problem is that it leaves square artifacts where textures overlap:
This is the HLSL code I’m using:
And this the renderer code I’m using:
Apologies for the bad formatting, and thank you very much if you can help