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Hi @vanruesc, sorry for the radio silence! Yes I would still like to be assigned, my free time has been eaten by my day job but currently I have the shader compiling, and am getting my head around the modifications required, particularly sampling the color texture at multiple points.
One thing I was wondering about actually was if there's a way to assign to the output colour directly for debug purposes? For example, if I wanted to see an output of the pass directly without it being composited in the pipeline.
a way to assign to the output colour directly for debug purposes
No, effects are incomplete shaders after all and outputColor/gl_FragColor is overwritten at the end of the full shader. But the default blend function SrcBlendFunctionbasically does what you want.
If you want to render non-color data, do this: effectPass.fullscreenMaterial.colorSpaceConversion = false;
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balraj-johal commentedon Feb 27, 2024
I'd like to pick this up if possible, seems like an interesting one :)
vanruesc commentedon Feb 27, 2024
Ok, thanks for the help!
vanruesc commentedon Mar 14, 2024
Just checking in: would you like to stay assigned to this ticket?
balraj-johal commentedon Mar 14, 2024
Hi @vanruesc, sorry for the radio silence! Yes I would still like to be assigned, my free time has been eaten by my day job but currently I have the shader compiling, and am getting my head around the modifications required, particularly sampling the color texture at multiple points.
vanruesc commentedon Mar 14, 2024
No worries! Take your time.
I just took another look at the halftone shader in three and have some tips:
resolution.xydotis probably enough for a first implementation, but it's up to yourandmethod is already availableSampling at custom coordinates can be done like this:
texture(gBuffer.color, coords);balraj-johal commentedon Mar 14, 2024
Thanks for the pointers!
One thing I was wondering about actually was if there's a way to assign to the output colour directly for debug purposes? For example, if I wanted to see an output of the pass directly without it being composited in the pipeline.
vanruesc commentedon Mar 14, 2024
No, effects are incomplete shaders after all and
outputColor/gl_FragColoris overwritten at the end of the full shader. But the default blend functionSrcBlendFunctionbasically does what you want.If you want to render non-color data, do this:
effectPass.fullscreenMaterial.colorSpaceConversion = false;balraj-johal commentedon Mar 14, 2024
Cool, thank you!