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Using a convolution matrix in shader forge
I've started playing with Turing patterns and using convolution matrices and came to realize this is how a lot of different filters are done.
I was wondering if there is a way this mothodology of sampling neighbor pixels to the current one can be implimented in shader forage?
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It's possible but very cumbersome to make, at least if you have a large matrix.
But yes, just shift the UVs and sample again, and do whatever you like with the result!
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It's possible but very cumbersome to make, at least if you have a large matrix.
But yes, just shift the UVs and sample again, and do whatever you like with the result!