3 ms·
Pixel shaders are covered in parts 8 and 9 of the blog series I linked to. What aspect of shadertoy disagrees with what I wrote?
by azornathogron 2y ago
Pixel shaders are covered in parts 8 and 9 of the blog series I linked to.
What aspect of shadertoy disagrees with what I wrote?
- chrisjj 2y agoAll of it that shows rendering beyond what GPUs "only know".
- azornathogron 2y agoI said "rasterisation", not "rendering". Rasterisation is one specific step of the rendering process (+). GPUs rasterise triangles. If you're writing a software renderer you can include algorithms to directly rasterise other shapes such as circles, which is what started this whole thread. But if you're rendering with a GPU and relying on its built in rasterisation then triangles is where you start, even if circles is what you ultimately want. (+) It's also possible to render without the rasterisation step at all - for example, a pure ray tracing based renderer doesn't have an explicit rasterisation step as it's normally thought of in graphics terms.
- chrisjj 2y agoAh, so you meant the only rasterisation they know is triangles. OK, got you.