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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