-- [ 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? > -- > > _______________________________________________ > 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 > > -- _______________________________________________ To unsubscribe, edit your list preferences, or view the list archives, please visit: http://list.valvesoftware.com/mailman/listinfo/hlcoders

