I was wondering if there is an efficient way to use a texture sampler to sample through a vector3 2-dimensional array, from within a GLSL fragment shader.
A bit of background :
I'm looking at ray marching algorithms (a-la ShaderToy), while using an Oculus DK1.
I want to sample an 2D array of 3D vectors (representing the screen space 960 x 800, 2D will be enough, although will require a re-normalisation), to quickly look up the ray direction (and position, although the computation is trivial enough) for each fragment, taking into account the barrel correction required. I'm not sure if that is feasible with current tech.
The advantage is it does away with the need to create a large back buffer, applying a large post-process distortion mesh, and wasting a whole lot of fragment computations in the process.
Edited by 0BZEN, 11 June 2014 - 04:19 PM.