Relaxed cone step mapping

I’ve been trying to implement the following in Urho: https://developer.nvidia.com/gpugems/GPUGems3/gpugems3_ch18.html

But I’m a little lost when it mentions pre-process shader? Do I need to create a map temporarily and then apply it’s rules to the final texture? Does anyone know any raw OpenGL samples with this technique?

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I’ve bookmarked this one to review later today / tonight, I will reply once I’ve had a chance to properly digest it

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The pre-process shader is an offline process that crafts the textures that this approach requires at runtime… you need to pre-process your input textures using a specialized shader, the resulting textures reduce the amount of computation required at runtime, its basically an optimization.