@fresla wrote:
This might be a badly formed question, apologies in advance.
Is there such thing as a multipass shader for meshes? I have been scouring examples of ping pong shaders and they all seem to write to an FBO and then process the FBO. However I am wondering if I can use this same technique with meshes and retain the 3d geometry for the second pass as well.
Is there a way to store the output of a shader pass on a mesh to another mesh and then process it again?
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