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1 vote
1 answer
178 views

What's wrong with my method of getting intermediate rendering to my postprocessing shader?

I'm working on a project in OpenGL. Earlier this week, I successfully implemented Deferred Shading, but I'm not sure how to pass the information from the Deferred Shader to the Post Processing Shader. ...
Karim Abdel Hamid's user avatar
8 votes
2 answers
2k views

How many rendering passes is "normal"?

I've been implementing John Chapman's method for SSAO (an excellent tutorial by the way), and I've completed it all minus the final part: blurring it. I believe this is what the entire process should ...
Fault's user avatar
  • 1,487
4 votes
2 answers
367 views

When to apply AA as post?

I'm working with a deferred shading technique. I have diffuse, normal and depth buffers, which I combine for the final scene composition. Where and when exactly do I apply an anti-aliasing pass (such ...
RecursiveCall's user avatar
3 votes
1 answer
4k views

Workaround for reading and writing same texture?

To apply post effects, it is often needed to read the preliminary image, perform computations on its pixels and store the result in the same texture again. For example, think of a tone mapping or ...
danijar's user avatar
  • 5,751
3 votes
1 answer
2k views

Deferred rendering and gaussian blur - artifacts

I compute Gaussian blur in two passes (horizontally and vertically). Shaders look like this: Horizontal blur - fragment shader: ...
Irbis's user avatar
  • 614