Hi, Is there any chance that in a future version of Quartz Composer, it may be possible to 'nest' GLSL patches inside each other, (such that the nested geometry of the inner shader is available to the container shader), or otherwise 'cascade' them, so that the entire geometry output of one shader is available as input to another?
I've tried nesting a shader inside another in QC 3.0, and sadly, it doesn't appear to work. I can see the output of the inner GLSL patch, but shader code in the containing patch has no effect. It is however possible to use an Iterator inside a GLSL patch, to, for example, create a number of Sphere primitives, which can be processed by the GLSL Vertex and Fragment shaders programs in the containing patch. It's also possible to nest a GLSL patch inside a 3D Transform or Trackball patch, so I know that the GLSL patch is outputting geometry data, rather than just a pre-rendered image. It seems a shame that you can't access this from a second shader... I know it's possible to cascade GLSL shaders in this way in other programs- for example, it's possible to create multi-shader effects using RenderMonkey (though admittedly this is under Windows). I've also been thinking it would be very useful to have some equivalent of the Core Image Filter patch's 'Edit Filter Function' option, whereby JavaScript could be used to create a chain of shaders. Just wondering if anyone out there has any thoughts on this idea... Cheers, alx http://machinesdontcare.wordpress.com __________________________________________________________ Sent from Yahoo! Mail - a smarter inbox http://uk.mail.yahoo.com _______________________________________________ Do not post admin requests to the list. They will be ignored. Quartzcomposer-dev mailing list ([email protected]) Help/Unsubscribe/Update your Subscription: http://lists.apple.com/mailman/options/quartzcomposer-dev/archive%40mail-archive.com This email sent to [EMAIL PROTECTED]

