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Shader Baker

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Are there any programs which take as input a shader and a set of textures (to which the shader is typically applied), and output a new shader and another set of textures, which produce approximately the same results (adjustable) by using more memory to achiever higher execution speed?

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The way I understand your questions is: how can I balance the speed of a shader by factoring parts of the algorithm into a texture.
Because arithmetic instruction speed is usually much faster than texture reads, this will only make sense in a very limited number of cases.
With increasing computational power, it makes less and less sense, because arithmetic instruction speed scales better than memory access.

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I see. Then, I will slightly alter my original questoin.

First, I would like to turn "memory access + arithmetic operation" into "memory access into possibly larger texture, without arithmetic operation".

There's also the "approximation" deal of obtaining a similar result using a single texture access (thus compatible with older cards) instead of several texture accesses and operations.

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