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6h 14m 35s logged

experimenting with post processing

working on a lil post-processing pipeline
still very wip but im mostly just playing around with various shaders and stuff

changes

the pipeline

PostProcessor is a simple “ping-pong” chain: scene renders to an off-screen FrameBuffer,
then each enabled effect runs full-screen-triangle shaders bouncing between two ping-pong buffers, in whatever order they were added

I’m working on a system via variants to get uniforms to be easily serializable and such, it seems to be working but I havent actually wired it into anything just yet.

editor and runtime

a lil bigger change than expected.
i implemented a unified fbo for both editor/runtime rather than the weird jank i was doing before

  • editor: scene renders into m_SceneFrameBuffer, post effects run, then it gets sent into the ImGui viewport image like before
  • runtime: same scene framebuffer, same post effects, then PresentToScreen goes to the default framebuffer instead

just some general cleanup for that ig

crt shader

i wrote a lil silly CRT looking shader to test it out as shown below, it’s cool but kind of useless, but very fun to play with!!!

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