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[ Picked text/plain from multipart/alternative ]
Well, I understand.. so if I want to add some noise and blurring (another
shader) to the final image (after doing all the night vision overb righting
stuff), instead of a second pass inside the same shader I would need to use
another FB, is that correct?
regards,
newen

2005/6/1, Mike Dussault <[EMAIL PROTECTED]>:
>
> 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?
> --
>
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