C language function:ddx_fine sample codes

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TITLE : Supported Features | Diligent Graphics
* ddx_fine() ? #defined as ddx().......
http://diligentgraphics.com/diligent-engine/shader-converter/supported-features/


TITLE : Pre-Integrated Skin Shader for Unity3D | James O'Hare, Game Character Artist: Blog
float deltaWorldNormal = length( abs(ddx_fine(worldNormal)) + abs(ddy_fine(worldNormal)) );.......
http://farfarer.com/blog/2013/02/11/pre-integrated-skin-shader-unity-3d/
TITLE : Pre-Integrated Skin Shader for Unity3D | James O'Hare, Game Character Artist: Blog
float deltaWorldPosition = length( abs(ddx_fine(IN.worldPos)) + abs(ddy_fine(IN.worldPos)) );.......
http://farfarer.com/blog/2013/02/11/pre-integrated-skin-shader-unity-3d/
TITLE : bgfx/bgfx_shader.sh at master bkaradzic/bgfx GitHub
# define dFdxFine(_x) ddx_fine(_x).......
http://github.com/bkaradzic/bgfx/blob/master/src/bgfx_shader.sh
TITLE : ddx_fine function (Windows)
float ddx_fine(.......
http://msdn.microsoft.com/en-us/library/windows/desktop/ff471362(v=vs.85).aspx
TITLE : ddx_fine function (Windows)
float2 ddx_fine(float2 value);.......
http://msdn.microsoft.com/en-us/library/windows/desktop/ff471362(v=vs.85).aspx
TITLE : ddx_fine function (Windows)
float3 ddx_fine(float3 value);.......
http://msdn.microsoft.com/en-us/library/windows/desktop/ff471362(v=vs.85).aspx
TITLE : ddx_fine function (Windows)
float4 ddx_fine(float4 value);.......
http://msdn.microsoft.com/en-us/library/windows/desktop/ff471362(v=vs.85).aspx
TITLE : sample - DirectX: Pixel Shader derivative calculation - Stack Overflow
float2 derivX = ddx_fine(input.tex);.......
http://stackoverflow.com/questions/17083745/directx-pixel-shader-derivative-calculation
TITLE : sample - DirectX: Pixel Shader derivative calculation - Stack Overflow
float2 derivY = ddx_fine(input.tex);.......
http://stackoverflow.com/questions/17083745/directx-pixel-shader-derivative-calculation
TITLE : Triplanar Texturing with Derivative Maps
The gist of it is we can calculate a local basis for bump mapping by using the partial derivative functions ddx() and ddy(). In the original paper, Mikkelsen is using 8-bit height maps and ddx_fine() on DX11. However you can reduce the shader complexity, and support SM3.0 by instead precalculating a derivative map........
http://therobotseven.com/devlog/triplanar-texturing-derivative-maps/
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