Is it possible to access all the vertices in the polygon in the vertex shader?

I am trying to create a vertex shader / wireframe fragment in Unity. Perhaps according to this article . The general idea seems to be that you pass the distance vector calculated in the vertex shader to each fragment in the fragment shader, which it can use to determine what brightness draws the wireframe line depending on its position inside the polygon.

From everything else that I read, it looks like you only get access to one vertex in the vertex shader. I need access to all neighboring vertices in the polygon for the ecah vertex. The document seems to imply that a geometric shader is not needed, which is good because Unity does not yet support them.

What am I missing? Is it impossible to access neighboring vertices in the vertex shader? Am I trying to make it impossible without geometric shaders?

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It seems you really re-read the paragraph in 2.1, which says that

G1 . G2 , ( , ). , , . , , , , , , .

, , . vec3, . , , , , , , .

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