Emulating HLSL's tex2Dgrad() function in GLSL
I'm trying to implement steep parallax mapping and so far I've not been able to find any GLSL algorithms; only HLSL ones, and all of these use this particular function which isn't available in GLSL.
I've done a search on these forums and came across this thread:
http://www.gamedev.net/community/forums/topic.asp?topic_id=404627
This post is a few years old so I'm hoping something has come about since then. Does anyone know if there's a solution? Thanks.
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