I've seen another method used: not computing much things in the vertex shader, for example instead of computing radius in the vertex shader pass gl_Vertex as a varying to fp and compute the radius there. The same for V: pass gl_Position to fp and compute V there. I don't know why this would be better, just saying.
That might end up being better, for reasons to do with interpolation? I'm not sure exactly. But yeah, that's a good point, you could do it that way as well. Maybe it ends up looking a little smoother, but I suppose also it's a bit more computation.
@@dude837 Ah. I now come up with a reason: you might use/mix/steal shadertoy (and similar) shaders more easily. Dare to ask : Why a bit more computation?
@@alvarobyrne I could be wrong, but because then you're doing distance computations per-pixel rather than per-vertex? It probably wouldn't matter, and it might even look nicer. But yeah.
Most uploads in a single year
2019: the year our good buddy Sam made everything all right
just channeling your alien influence
Shader coding twists my tiny mind, but this actually makes a bit of sense. Big thanks.
Wowzas, you are killing it mate, keep em coming!
i refuse to believe this. thank you my gudbuddysam
I believe it is Samuary - oh joy!
are we getting one more today? :)
Can u pls make some more gen~ videos, last one was pretty amazing!
I can and I will.
I've seen another method used: not computing much things in the vertex shader, for example instead of computing radius in the vertex shader pass gl_Vertex as a varying to fp and compute the radius there. The same for V: pass gl_Position to fp and compute V there. I don't know why this would be better, just saying.
That might end up being better, for reasons to do with interpolation? I'm not sure exactly. But yeah, that's a good point, you could do it that way as well. Maybe it ends up looking a little smoother, but I suppose also it's a bit more computation.
@@dude837 Ah. I now come up with a reason: you might use/mix/steal shadertoy (and similar) shaders more easily. Dare to ask : Why a bit more computation?
@@alvarobyrne I could be wrong, but because then you're doing distance computations per-pixel rather than per-vertex? It probably wouldn't matter, and it might even look nicer. But yeah.
I suspect you want to outnumber Baz's PAD series and I applaud you for it!