Why does touchdesigner use ‘TDInstanceTexCoord(TDUVUnwrapCoord())’ in vertex shader?
in vertex shader,
what is different between
‘vec3 uvUnwrapCoord = TDInstanceTexCoord(TDUVUnwrapCoord());
gl_Position = TDWorldToProj(worldSpacePos, uvUnwrapCoord);’
and
‘gl_Position = TDWorldToProj(worldSpacePos);’ ?
Anything doesn’t change.