Hi,
is it possible to use the depthbuffer for postprocessing effects?
I looked at all the existing postprocessing shaders and saw, all of them only use the color-texture, which is retrieved by
uniform sampler2D texture1;
I also found, that texture2 contains some kind of a cobblestone texture but all the other slots seem to be empty.
Also I saw, it is possible to push a Vec4 Uniform to the shader by
(C++):
myShader->SetVec4("foo", Vec4(0,0, 1, 1));
(GLSL):
uniform vec4 foo;
but I didn't find any way of pushing an arbitrary texture as a uniform.