Well I hope I have understood your question.
You have to bind the texture you copied from the frame buffer (the
current rendered view) to a texture unit with
pShaderAPI->BindFBTexture( SHADER_TEXTURE_STAGE0 );
You have to bind the other textures with BindTexture(
SHADER_TEXTURE_STAGE0, BASETEXTURE, FRAME ); whrere BASETEXTURE should
be replaced by your param. Take a look at the example in "authoring
shaders" and sdk_postprocess.




2005/6/5, r00t 3:16 <[EMAIL PROTECTED]>:
> The shader I made uses 2 textures in the program im using to create the
> shader.
>
> I am having a hard time figure out however how to implement this shader into
> the game.
>
> Texture0 in my shader needs to be the view of the player
> Texture1 is my other texture I need which isn't the problem.
>
> How do I specify in the shader that screenspace is Texture0 ?
> or would Texture0 be the frame buffer? _rt_FullFrameFB  would be Texture0
> in the .vmt it would be "$basetexture" "_rt_FullFrameFB"
> Texture1  would be    "texture2" "path/to/texture"
>
> Hope that makes sense....
>
> r00t 3:16
> CQC Gaming
> www.cqc-gaming.com
>
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