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
PresentToScreengoes 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!!!
Comments 0
No comments yet. Be the first!
Sign in to join the conversation.