Long story short: i want to rewrite the filter post processor with a different design.
I’m having issues in understanding how to make a fullscreen quad that ignores fov and cam transformations, i looked at the FilterPostProcessor code of course, but the code is split in many methods and classes and i can’t understand what is really going on.
imho best is to create a custom quad with vertices (-1,-1) (-1,1) (1,1) (1,-1) (i think gl ranges from (-1,-1) to (1,1)) and then set those directly in the vertexshader. no matrix multiplication is required for a fullscreen quad.
Then set the correct filter material and render the quad.
There is nothing wrong with the FPP, what i am doing is a simpler more abstract solution that allows me to quickly write multi pass filters with less “initialization” code.
To explain it with an example: