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Malacath-92 avatar Malacath-92 commented on May 27, 2024

I'm pretty sure that this us caused by a low bit-depth. So if we could use maybe 2 or even 4 bytes per channel on the render targets we could possibly eliminate the issue. In my test three.js wasn't very cooperative though.

from shader-toy.

Malacath-92 avatar Malacath-92 commented on May 27, 2024

I intentionally picked a low quality texture because it makes the issue more apparent. But honestly my screenshot isn't amazing, so you gotta zoom in on the right side to see the issue.

from shader-toy.

Malacath-92 avatar Malacath-92 commented on May 27, 2024

So it seems that three.js didn't play well because we have to enable an extension by hand. I will try to wrap this up for both WebGL 1.0 and 2.0, ideally we'll use a higher bit-depth per pixel for intermediate targets and lower to 8 bits per channel for the presented image. Afaik shadertoy.com uses the same strategy.

Additionally I'll try first to go with nearest filtering since the intermediate targets are precisely the same size as the presented image there seems to be no need for filtering at all.

from shader-toy.

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