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Post-process shader chaining

A (single) post process effect is achieved by firstly rendering the scene to a framebuffer with appropriate attachments outputting the result to a texture, applying the texture to a full screen quad, specifying an output framebuffer (usually the default framebuffer) and then executing a shader on the texture to render to the output framebuffer (the screen). To chain you take the output framebuffer and feed it as input to another post process effect using the same sequence as before. The final shader (the final link in the chain) is then output to the screen (i.e. the main framebuffer). For performance reasons of course it’s better to have an uber-shader but the support’s there. I’ve made it so adding post processing shaders to the engine / editor is painless (you simply drop them into a special folder that the editor scans on start-up – which then generates a factory / menu item entry for each effect – the same approach I take for regular non-post-process shaders in the engine / editor). Here’s a video of a vignette -> pixelate -> chromatic aberration post processing chain in action in the editor:

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