Credits: vux, elektromeier, vvvv group, community
A ringbuffer in a volume texture and an appropriate texture-based slitscan shader.
I've been on a long journey, seeking an appropriate way to do texture-based slitscan deformations.
I was a bit inspired by James George, who did (cpu-based) slitscanning in OF and finally had the idea to utilize a volume texture. Elektromeier did a related thing here like about 8 years (!!) ago. That one was helpful, but still lacking the generation-part.
read this thread for more information: texture-queue-in-a-volume-texture-(dx11)
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