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I can't make those iChannels work. It would be simple if I could render to texture and then pass it as the required iChannels, it doesn't seem like simply stacking would be possible (couldn't make it work), as the examples in the docs show.
How could I proceed?
The text was updated successfully, but these errors were encountered:
I know that we can stack, but what that shader requires is something a bit different, is it not? Sorry if I am missing a point, I am new to shaders.
To me it looks like gl-react can implement shaders of the type:
A[i]->A[i+1]->B[i]->B[i+1]->C[i]...
What that effect uses is something like:
A[i](A[i-1], B[i-1])->A[i+1];
B[i](B[i-1])->B[i+1];
C[i](A[i],B[i])
I'm trying to represent the inputs and outputs where i = frame number.
At a certain pass, A needs the texture rendered by it in the previous pass, and the texture rendered by B in the previous pass. How could I represent that with gl-react?
I am trying to port the following shadertoy to gl-react: https://www.shadertoy.com/view/4sG3WV
I can't make those iChannels work. It would be simple if I could render to texture and then pass it as the required iChannels, it doesn't seem like simply stacking would be possible (couldn't make it work), as the examples in the docs show.
How could I proceed?
The text was updated successfully, but these errors were encountered: