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1:15 AM
And so LÖVE is 2d, and the y axis is inverted, and my left and my right appears inverted...
 
 
16 hours later…
4:50 PM
In the following screenshot, ByteWiggy is "selected"; to show the "selected" image on the ground, should I assume that there is a shader bit associated with the "ground" geometry that will "add" the selected image colour to the ground around a specific x/y location?
It would not be achievable using a separate "selected" geometry, would it?
 
 
6 hours later…
10:49 PM
@Vaillancourt This is also possible using a "deferred decal" technique, where you render a cube projection volume for the selection texture, and in the fragment shader project it down against the scene depth buffer to make it hug whatever surface it's on.
3
A: Unity: cg fragment shader processing array of points

DMGregoryAs discussed in the comments above, it may be easier to get this effect (and scale better to large values of N) by flipping the request around. Rather than the shader for the scene geometry checking - in every rendered fragment - its distance to each of the N points, we can instead draw the scen...

I have a diagram in this answer that explains the idea.
 
11:26 PM
@DMGregory Thanks, I'll check that out!
 

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