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Fragment shaders pipelines and Camera based post processing
Problem to solve
A very common, necessity on Gamedev is the post-processing of pixels. This enables the creation of special effects, for example:
- Reflections
- Refractions
- Fog
- Lightenings and explosions
This is done via first rendering elements of a game and using the result as an input (texture) of a fragment shader.
That can be done in a succession, resulting in an effective pipeline of fragment shaders.
Proposal
- [ ] Introduce a way to dynamically preload fragment programs
- [ ] Introduce an API represent shader effects (with type-safe inputs (uniforms/textures))
- [ ] Apply Effects to Cameras
- [ ] Refactor layer API to prevent pipeline re-rendering
More information
Insp: https://github.com/renancaraujo/turi
Other
- [x] Are you interested in working on a PR for this?