Creating custom blend/distortion modes by writing AND reading from capture texture.
Apr 14 2020 | 7:50 pm
I'm writing a shader that reads and writes from the capture-texture that's used for rendering. So, it reads pixel values that are currently present in the texture and decides what to add/subtract or even displace/blur etc as a response.
This opens some cool doors to awesome custom blend modes, transparency fanciness, and psychedelic weirdness
And... it works!
..but as far as I know it ONLY works properly when the capture-texture is copied to a matrix directly before drawing each object. This matrix doesn't even have to be used: its the act of copying the capture texture somehow changes its nature...! I want to know what this change is, and if it can be triggered without copying. Here's an exampe with comments..
I'm really curious what's going on here...!