>>2716969Fixed 'laser arm Teto', with new compile option FAST_SPHERE_COORD which defaults to off (on is like default shader if no camera Z-rotation, off is 'improved' but possibly very slightly slower).
It still uses the absolute direction, though, so a large, flat surface will still have the same sphere color at all points, just like default shader.
Also added a bunch of unnecessary screenshots testing a different sphere for skin, to see whether sphere texture was the problem. URL is the same.
https://www.mediafire.com/file/qd747jtxs0nhuza/Tex+address+clamp+vs+wrap.zip/fileIn short: default shader interpolates between two UV coordinates, like the horizontal bamboo section in the screenshot. New method is to calculate from normalized normal vector in pixel shader, which is like swinging the bamboo from one point to another and using the ground coordinate below it.
Test effect 'AdSha/testing/display info/Show sphere add color_toggle.fx' shows the difference.