Graphics programmers / shader wizards out there. Somewhere I saw someone post an article on deriving the vertex positions of a triangle in the fragment shader using barycentrics and pixel derivatives. I can't for the life of me find it, anyone else remember it?
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Oh, nice. I hadn’t seen they finally added a barycentric semantic for pixel shaders in Direct3D. ShaderModel 6.1 only though. It’s always boggled my head that it wasn’t something available since like Shader Model 3.0 days since it was clearly something the GPU already had to calc
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Yeah, barycentrics would have been good earlier on ):
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