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Aug 5, 2016 at 17:38 comment added russ There's a few options. Render-to-texture is probably the most straightforward but also kind of wasteful unless you need the results of your calculations in screen-space (like in deferred rendering), since you're rasterizing geometry before you can do any calculation. There's transform feedback, where you pull the output of a vertex or geometry shader before it hits the rasterizer and write it back to a buffer instead, might be good for the use case you mentioned but I haven't tried it myself. Otherwise compute shaders are the way to go, they're not that scary once you get used to them ;-)
Aug 2, 2016 at 6:37 vote accept BPiek
Aug 2, 2016 at 6:30 comment added PaulHK A texture is just a normal buffer, although in the fragment shader we use fancy sampler2D to read it with filtering/etc. You can use a compute shader to read it more in its raw form and skip the texture sampler stage.
Aug 2, 2016 at 6:28 comment added BPiek Isn't it a bit restrictive? I mean, IMO, the texture is not the best-suited data storage for passing data in general (but I am new to computer graphics and maybe I have to get used to it).
Aug 2, 2016 at 6:17 history answered PaulHK CC BY-SA 3.0