The question is pretty clear. I ask in terms of using texture coordinates that could come from anywhere (homogeneous, variable, different texture selection).
Say, for example, I sample a texture on a mipmapped (or anisotropically filtered) texture, and I use the square of the variable that was set in the vertex shader. I suppose glsl cannot determine the derivative of an arbitrarily complex function like this, since it knows which mip level to use?
Thanks.
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