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The way those are rendered, im pretty sure this is possible.
Could you guys make then, if there's time, a glsl version to be able to be used in games and whatnot? After looking a bit through the code, i see no reason why this wouldn't work in Realtime.
The text was updated successfully, but these errors were encountered:
I started looking into this, and it looks like a lot of the code relies on IIR filters, which are hard to parallelize. It would likely be possible to optimize this using compute shaders, but I'm not sure how portable those are and how feasible it would be to use them in a video game.
The way those are rendered, im pretty sure this is possible.
Could you guys make then, if there's time, a glsl version to be able to be used in games and whatnot? After looking a bit through the code, i see no reason why this wouldn't work in Realtime.
The text was updated successfully, but these errors were encountered: