Accessing textures in PIXI.Filter fragment shader #7996
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moritzsalla
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You can use displacement filters as ref and all will be ok. You can pass texture as uniforms, but should know that first binding ALWAYS is filter source. |
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varying vec2 vTextureCoord; void main(void) { shader.uniformGroup.update(); |
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I'm trying to pass an image texture to my fragment shader (PIXI.Filter) but it won’t draw.
uSampler
will work fine for accessing the previous pass but ultimately I’ll want to draw stuff to a buffer and pass to the shader as a texture uniform.Seems like you can only access uSampler in shaders invoked by that PIXI.Filter class, no other textures?
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