8ย years, 1ย month ago
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Community contributions featuredhmm, ok. that means if i want to convert dx11 shader that uses w (viewspace depth) to vulkan shader (gl_fragcord), i need to do 1/w to get correct result?
8ย years, 1ย month ago
Hi, guys i read from the internet that w component of gl_fragcoord (opengl) used in pixel shader is actually 1/w. But is it same for dx11 SV_Position? i did some pixel debuggingโฆ
8ย years, 1ย month ago
9ย years, 11ย months ago
http://www.frostbite.com/2015/08/physically-based-unified-volumetric-rendering-in-frostbite/ i'm specifically looking at the above paper. In there, it's using so caโฆ
9ย years, 11ย months ago
Hi, all I've read a couple of presentations on volume rendering. (Frostbite volume rendering, AC4 volume fog), They are using 3D texture as intermediate storage that is lโฆ
11ย years ago
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See all in Discussionshmm, ok. that means if i want to convert dx11 shader that uses w (viewspace depth) to vulkan shader (gl_fragcord), โฆ
8ย years, 1ย month ago
Hi, guys i read from the internet that w component of gl_fragcoord (opengl) used in pixel shader is actually 1/w. โฆ
8ย years, 1ย month ago
You really don't need a very high resolution 3D texture for the rendering of fog. Fog in nature isn't very โฆ
9ย years, 11ย months ago