It depends on what you want to do in your extra passes. If you need to do something simple (alpha blending, multiplies, adds), then you can do something like this in passes after the first one.
pShaderShadow->EnableBlending( true ); pShaderShadow->BlendFunc( ... ); If you want to do anything more complicated, then you'd need to make another shader and have that one use the FB texture. -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Ignacio Mart�n Sent: Monday, May 30, 2005 12:49 PM To: [email protected] Subject: [hlcoders] multiple passes with shaders -- [ Picked text/plain from multipart/alternative ] I'm coding new shaders for our mod, and we want to do some post processing. I copy the framebuffer and I bind it with ShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 ); so I can use it inside the shader, with a simple sampler. I would like to add a new pass, to add some blurring, I know that I should add another SHADOW_STATE DYNAMIC_STATE pair, followed by a call to Draw().. but how I can use the result of the previous pass? It is that possible or should copy again the framebuffer and create a new shader material that uses it? -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

