Continuing my QC GLSL questions... Is it possible to take the result of one GLSL patch and use it as the input to another? I have a fragment shader that can output a normal map and I would like to pass this to a separate shader that will actually perform the colouring. I'm assuming that the first GLSL patch will only be re-rendered if one of its uniform inputs change? My shader does some heavy ray-marching calculations (like the stuff shown on my site) so if I can pass on the resultant normal and depth map to a second shader then colouring should be much quicker.
Ideally, I'd really like the first shader to output two buffers (normal+depth and position) as inputs to the second shader so I can do stuff like screen-space ambient occlusion. Thanks T. -- Tom Beddard www.subblue.com twitter.com/subblue
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