This sample demonstrates VK_KHR_compute_shader_derivatives, which enables the use of derivative instructions (like dFdx/dFdy) inside compute shaders. Traditionally, derivatives are only available in fragment […]
This sample demonstrates VK_KHR_compute_shader_derivatives, which enables the use of derivative instructions (like dFdx/dFdy) inside compute shaders. Traditionally, derivatives are only available in fragment […]
It's not the boomer generation. It's deliberate manipulation by the obscenely rich.
www.youtube.com/watch?v=dfdy...
It's not the boomer generation. It's deliberate manipulation by the obscenely rich.
www.youtube.com/watch?v=dfdy...
音感だけが頼りなわけで、これは理想的なやり方。
www.youtube.com/watch?v=dfDy...
音感だけが頼りなわけで、これは理想的なやり方。
www.youtube.com/watch?v=dfDy...
www.youtube.com/watch?v=DfDy...
www.youtube.com/watch?v=DfDy...
www.youtube.com/watch?v=dfdY...
www.youtube.com/watch?v=dfdY...
MESSAGE: Please take turns! Lobby Code: PAPr-rLEP-88G3-dfdY
URL: https://www.youtube.com/watch?v=P_b7DUDiTZ0&t=2553
MESSAGE: Please take turns! Lobby Code: PAPr-rLEP-88G3-dfdY
URL: https://www.youtube.com/watch?v=P_b7DUDiTZ0&t=2553
1️⃣5️⃣🔸0️⃣1️⃣🔸2️⃣5️⃣ ⌚21:53
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⛔️A24.COM
🔵Bariloche • La Rinconada
🔴FUEGO DESCONTROLADO EN EPUYÉN
💥Bosque y 30 viviendas alcanzadas por las llamas.
www.youtube.com/watch?v=DfDy...
1️⃣5️⃣🔸0️⃣1️⃣🔸2️⃣5️⃣ ⌚21:53
💥🌎⌨️🆕🇫 🇱 🇦 🇸 🇭🆕⌨️🌍💥🇦🇷
⛔️A24.COM
🔵Bariloche • La Rinconada
🔴FUEGO DESCONTROLADO EN EPUYÉN
💥Bosque y 30 viviendas alcanzadas por las llamas.
www.youtube.com/watch?v=DfDy...
mini.gmshaders.com/p/gm-shaders...
nor = normalize(cross(dFdx(p), dFdy(p)));
Derivatives are computed in 2x2 pixel chunks, so it's best to round the frag coordinates before raymarching. Try with and without round.
Demo:
twigl.app?ol=true&ss=-...
mini.gmshaders.com/p/gm-shaders...
nor = normalize(cross(dFdx(p), dFdy(p)));
Derivatives are computed in 2x2 pixel chunks, so it's best to round the frag coordinates before raymarching. Try with and without round.
Demo:
twigl.app?ol=true&ss=-...
vec3 dx = dFdx(p);
vec3 dy = dFdy(p);
vec3 nor = normalize(cross(dx, dy));
p can be in world space, model space or view space and it will return the respective normals
vec3 dx = dFdx(p);
vec3 dy = dFdy(p);
vec3 nor = normalize(cross(dx, dy));
p can be in world space, model space or view space and it will return the respective normals