It’s possible to have a procedural Gaussian noise texture using shaders?
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Why wouldn’t it? Isn’t HLSL Turing-complete?
A lot of implementations just use a precomputed image because the noise doesn’t have to be truly random, it’s okay if it’s just perceived as such.
I’m pretty sure retroarch has Gaussian shaders available to use with emulated games, so I’m going to say yes.
I asked this because I don’t think that everything is possible with programmable shaders in computer graphics