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Showing results for tags 'postprocessing'.
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Would it be possible for developers to specify additional custom buffers? It would make effects like heat haze and x-ray vision easy to do.
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Is it possible to render to a custom buffer for post-processing? (i.e., not the depth, normal, or diffuse buffers)
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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.