Bet this has been asked a million times, but I cant find anything on it from google or search. Is it possible to get higher precision textures from procedural textures for use on other procedural textures?
Basically I want to generate a Float32 texture using a procedural texture then use that as a sampler/data cache for another shader, but I am running into precision errors it seems.
If lets say I was using a INT texture to offset a mesh in a vertexShader vs using a Float32 texture there will be a difference in accuracy correct? (whole purpose of doing this)
Indeed, the parameters you pass to the procedural texture are wrong / not in the right order and this.position is undefined:
I’m not sure the changes are visible in the playground, however, as the result is still 0 and I get 1 when I run it locally… Or maybe I have a problem with the cache of my browser.