It's been awhile, but I figured out the hubbub behind compute shaders!
In all honesty, based on its taking of information and creating a pipeline to read in data and output a stored image, it's essentially post-processing. It's interesting how a quad no longer has to be rendered separately at least; it makes it a little more convenient (and heavily not so to have to create compute pipelines but it's all about the graphics processing, not necessarily readability).
Shown are a few simple effects, including edge sharpening and detection from previous projects and an embossing shader.
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