I've been reading papers on computer graphics, and every so often I come across the term "dependent texture read" or "dependent texture fetch" used in the context of querying textures in shader code. What is a dependent texture read, and what is the difference between this and a "normal" texture read?
The accepted answer (and the one below it) incorrectly restricts dependent texture reads to using the output of another texture read. That is incorrect.
A dependent texture read is any texture read with coordinates that are not the exact coordinates passed into the fragment shader of a program. Even a swizzle will cause a dependent texture read.
This is taken directly from Apple's OpenGL ES programming guide.
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