I am currently trying to prototype a 3D game, where I want to use a custom filter in post processing and as I understood it from tutorials there is a chain of [java]Filter[/java] objects in a[java]FilterPostProcessor[/java] where the output of one filter is the input for the next one and each [java]Filter[/java] has a set of shaders in it’s [java]Material[/java].
The problem that I have with this is that my filter is a bit more complex and I need the ouput from one shader pass in several other passes, so it is not a chain but more of a net.
So my question is the following: Can I somehow save the frame buffer into a texture for later use? Also, how about having multiple texture inputs for one [java]Filter[/java]?
thanks for your help,
PS: Before someone asks: Yes, it is possible to put all of the filter into one big shader, but I dont want to do that because then execution time grows quadratically with some of the filter parameters instead of linear.