The question is fairly self explanatory. I'm asking in terms of using texture coordinates that could have come from anywhere (a uniform, a varying, another texture fetch).
Say for example I do a texture fetch on a mipmapped (or anisotropically filtered) texture, and I use the square of a varying which was set in the vertex shader. I assume that glsl cannot determine the derivative of an arbitrarily complex function like this, so how does it know which mip level to use?
Thanks.