I would like to change the color of a geode in one scene view (call it B) based on how "often" a geode is visible in another scene view (call it A). I.e., the longer the geode is being "looked at" in A, the brighter its corresponding geode gets in B, up to some saturation value. If I only had a small number of such geodes I could use IntersectVisitor but I have a large number of them (about 1 million), so I'm looking for better ways.

I suppose a fragment shader might work, if two conditions are met:

  1. Textures (as 2D arrays) can be written to by one shader, and read
     from by another
  2. A shader only gets called for a fragment if fragment is visible --
     not occluded by anything else.

Any easier way? Any comments on above greatly appreciated.
Oliver

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