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render consecutive shaders to the fbo (opengl) (#5037)
fixes #4729 allows the shaders to sample each other via the fbo texture. also, a better example would use the full screen e.g.: "behind.glsl" ```glsl void mainImage( out vec4 fragColor, in vec2 fragCoord ) { fragColor = vec4(fragCoord/iResolution.xy, 0.0, 1.0); } ``` "infront.glsl" ```glsl void mainImage( out vec4 fragColor, in vec2 fragCoord ) { fragColor = texture(iChannel0, fragCoord/iResolution.xy); } ``` `ghostty --custom-shader=behind.glsl --custom-shader=infront.glsl` |before|after| |-|-| |  | |
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@ -2350,11 +2350,9 @@ pub fn drawFrame(self: *OpenGL, surface: *apprt.Surface) !void {
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}
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/// Draw the custom shaders.
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fn drawCustomPrograms(
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self: *OpenGL,
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custom_state: *custom.State,
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) !void {
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fn drawCustomPrograms(self: *OpenGL, custom_state: *custom.State) !void {
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_ = self;
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assert(custom_state.programs.len > 0);
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// Bind our state that is global to all custom shaders
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const custom_bind = try custom_state.bind();
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@ -2363,8 +2361,22 @@ fn drawCustomPrograms(
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// Setup the new frame
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try custom_state.newFrame();
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// To allow programs to retrieve each other via a texture
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// then we must render the next shaders to the screen fbo.
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// However, the first shader must be run while the default fbo
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// is attached
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{
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const bind = try custom_state.programs[0].bind();
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defer bind.unbind();
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try bind.draw();
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if (custom_state.programs.len == 1) return;
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}
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const fbobind = try custom_state.fbo.bind(.framebuffer);
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defer fbobind.unbind();
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// Go through each custom shader and draw it.
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for (custom_state.programs) |program| {
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for (custom_state.programs[1..]) |program| {
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// Bind our cell program state, buffers
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const bind = try program.bind();
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defer bind.unbind();
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@ -251,7 +251,6 @@ pub const Program = struct {
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const program = try gl.Program.createVF(
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@embedFile("../shaders/custom.v.glsl"),
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src,
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//@embedFile("../shaders/temp.f.glsl"),
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);
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errdefer program.destroy();
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