Too much coffee is making me crazy, or.. well, maybe its not the
coffee. ITS MY BRAIIIINNNNNNNNNnnnnn.
I am attempting a Polar to Cartesian transform shader while fighting
off my brains attempts to kill me.
My thought is that I should be able to run cartopol shader and then a
poltocar and get basically my same output minus weird edge pixels
that the math messes up.
However, I get nothing of the sort. I am obviously missing something.
Ive looked at Wesleys poltocar code in the kaleidoscope shader
mentioned here (second result in google for polar to cartesian glsl
// polar to cartesian conversion
vec2 no = vec2(-cos(foldtheta)*radius, -sin(foldtheta)*radius);
no = no+0.5*sizea;