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shaders with variable dimensions?!

December 8, 2007 | 1:40 am

I have been working on some vertex shaders with the intention of creating shaders that generate more vertices than they are fed. its a bit tricky and goes against the general principle of glsl which operates on each vector individually, but I have found a partial hack in using, using @adapt 0 with the destination dim scaled by the ratio of new vectors being created by the shader. is there a more efficient way of doing this? or a method that would allow for a non-linear expansion of the dimensions?

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