Latest Artifacts Activity
JoeJ said:
After that i would try to calculate the noise on demand and per pixel in the final FS, instead fetching it.
Thanks so much! as the noise generation cost much, so need to gen it in a low resolution fbo. and also sample the noise textuer 3 times to make a normalized vector to pass to next pa…
So I took a look at my ui vertex shader
#version 450 core
layout (location = 0) in vec2 vertex;
layout (location = 1) in vec2 uv;
layout (location = 2) in mat4 instanceM;
out VS_OUT {
vec4 FragPos;
vec2 FragUV;
} vs_out;
uniform mat4 M;
uniform mat4 P;
uniform bool instanced = false;
void main…
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