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Support user-programmable shaders for managed surfaces (OpenFL) #47

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jgranick opened this issue Feb 7, 2014 · 5 comments
Closed

Support user-programmable shaders for managed surfaces (OpenFL) #47

jgranick opened this issue Feb 7, 2014 · 5 comments

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@jgranick
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jgranick commented Feb 7, 2014

Recent changes have changed the way that shaders are generated, instead of being hard-coded based on a few factors, there is now dynamic shader generation, based upon what is needed for a specific surface.

In addition to the internal behavior of the managed surfaces within Lime (which OpenFL uses), we would like to add support for user-programmable shaders, for custom rendering.

@TheSHEEEP
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Can't wait to see this happening :)

@TheSHEEEP
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Any news on the planning front here? :)

@jon914
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jon914 commented Apr 18, 2014

I'm also curious to hear if any progress has been made on this front. I've succeeded in getting full screen shaders working thanks to @MattTuttle, but the ultimate goal is bringing it to the granularity of DisplayObjects.

HaxePunk/post-process#4

@jgranick
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Lime "next" supports access to GL shaders, so making them user-programmable will be up to the library on top. In OpenFL "next", there is already hardware blend mode support in place, using multiple programmable shaders. Adding new custom shaders has not been tested, but should be mostly there, we can create or follow a new issue on the OpenFL side now if we need to :)

@TheSHEEEP
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New issue opened on OpenFL! :)

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