Thanks again. Multiple render targets would be ideal, but I think I should
be able to make some improvements with a single output of normal+depth using
the Render in Image patch.


On 7 June 2010 16:01, Christopher Wright <cwri...@kineme.net> wrote:

> Is it possible to take the result of one GLSL patch and use it as the input
>> to another?
>>
>
> You could mean this 2 ways:  post-processing image output (use render in
> image), or applying 2 vertex+fragment shaders to a piece of geometry.  The
> first is supported, the second is not (to apply multiple vertex shaders, you
> need to do transform feedback behind the scenes, which gets icky).  The rest
> of your comment looks like you're interested in the former, thankfully :)
>
>
>  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.
>>
>
> Deferred rendering?  Nice :)  However, to do this, you need...
>
>
>  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.
>>
>
>
> ... MRT (Multiple Render Target) functionality -- not supported in QC,
> sadly (killing deferred rendering capabilities :( ).  You can make multiple
> instances inside several render in image patches (each with a different
> shader), but it's not as fast as doing MRT for real (single geometry pass,
> etc).
>
> --
> [ christopher wright ]
> cwri...@kineme.net
> http://kineme.net/
>
>


-- 
Tom Beddard
www.subblue.com
twitter.com/subblue
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