Thanks for your suggestions, both approaches seem very helpful. As for the first approach, how can a kernel-based tile shader read the color attachment of both the outer and inner render pass and if so is there any documentation on this?
For the second approach, I'm also confused as to how I can access color attachments from different render passes through a single shader. Would it look something like this:
fragment ColorIO myFragment(ColorIO innerRenderPassFragment, ColorIO outerRenderPassFragment)
{
...
}
Topic:
Graphics & Games
SubTopic:
General
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