Derivatives in compute shader
added on 2022/05/09 @ 14:19:32 | 1587 views| category: gamedev

This post shows a way to compute derivatives for texture filtering in compute shaders (for visibility buffer shading). I was missing a step-by-step explanation of how to do this, but after some trial and error, the following method turned out to work well.

tags: #programming #gamedev #direct3d