# Seamless Polar coordinates

So recently I started playing around with polar coordinates to make circular textures. I was inspired by what people did in unity’s shader graph. I got it working but it looks kind of weird due to the seam seen in the screenshot of the shader.

Now i’ve read something about using the TextureCoordinate derivatives to fix it (not completely sure if I am correct). Does anyone have an idea how this can be achieved?

``````const material = new ShaderMaterial({
varying vec2 vUv;

void main() {
gl_Position = projectionMatrix * modelViewMatrix * vec4(position, 1.0);
vUv = uv;
}
`,
uniform sampler2D uTexture;
uniform float uTime;
uniform float uProgress;

varying vec2 vUv;

vec2 sincos(float value) {
float s = sin(value);
float c = cos(value);
return vec2(s,c);
}

vec2 toPolar(vec2 cartesian){
float dist = length(cartesian);
float angle = atan(cartesian.y, cartesian.x);
return vec2(angle / (2. * PI), dist);
}

vec2 toCartesian(vec2 uv){
vec2 cartesian = sincos(uv.x * PI);
return cartesian * uv.y;
}

void main() {
// Make input uvs centered and scaled to -1 to 1
vec2 uv = vUv - 0.5;
uv *= 2.0;

// Get polar coordinates
vec2 polarUV = toPolar(uv);

gl_FragColor = vec4(fract(polarUV), 0.0, 1.0);
}
`,
defines: {
PI: Math.PI,
},
uniforms,
})
``````

By seamless, do you mean:

``````polarUV.x = 0.0;
polarUV *= 1.0 - step(1.0, length(polarUV));
``````

? You can also `abs` a value to mirror it.

1 Like

This can work, but when using this UV to sample for example a texture, it doesn’t get used to it’s full potential.

This video seems to explain the “seam” part in not much detail. I am just having trouble with translating this to three since I am pretty novice when it comes to graphics programming.