What's the preferred way to do this? I need to separate a shader into
an H and V pass. I suppose I could double the scene in the graph, but
since the first pass needs to be to a texture that wouldn't do it,
would it.
So I suppose I need another camera with an FBO using the same scene -
render to that with my H shader, then use that plus all the new FBO as
the source for the final pass? That seems odd to me, since a lot of
the objects might be partially obscured in the first pass. Do I need
to use an interim texture/camera for each object?
Is there an example doing this? I understand it's a favorite way to do
glows.
regards,
Bruce Wheaton
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