Incorrect vs perspective-correct attribute interpolation
Interestingly, the correct formula (divide screen-space barycentric coords by respective vertex.w then normalize to sum to 1) is extremely simple yet somewhat unintuitive
Interestingly, the correct formula (divide screen-space barycentric coords by respective vertex.w then normalize to sum to 1) is extremely simple yet somewhat unintuitive
1 / 2
Comments
https://www.shadertoy.com/view/wdjfz1
I even really considered fully committing to the PS1 aesthetic just to avoid the issue altogether.