My shader currently uses 'offSetX and offSetY to alter the vec2(tex) coordinates.
(see below)
This works fine for one direction, but when I add all the other directions into
it, I end up with another 30 or so lines.
So my question is..how do add an 'Angle' parameter into the equation?
Changing the calculations to something like -
vec2(tex.x-(pixelWidth*(offsetX*1.0)*cos(angle)),tex.y-(pixelHeight*(offSetY*1.0))*sin(angle)))*0.20000;
would simplify things, but after 2 weeks of trawling the Internet for a solution,
I have come no closer to solving the problem.
Cheers.