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seen Aug 22 '13 at 10:35

Aug
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Jul
17
comment Multiple Render Targets, Multiple Fragment Shaders
Yep for the second pass I use a vertex shader that simply passes the texture coordinates gl_Position = vec4(vertexPosition_modelspace,1); UV = (vertexPosition_modelspace.xy+vec2(1,1))/2.0; And I extract edges in the second fragment shader. It gives me the image I want! Its just that I want to do further processing with that image and need very fast read/write operation. I just started with shader programming and I have to adapt to that OpenGL/GLSL way of having a context and a geometry and so on ... thanks anyways, problem solved so far ;)
Jul
16
comment Multiple Render Targets, Multiple Fragment Shaders
Hey, thanks for your answer. The fullscreen quad worked. I can now display both (normal and depth) textures on the fullscreen quad. But actually thats not what I want. I'd like to extract information (like edges) from both textures and read these information with cuda from the resulting texture. If I draw the fullscreen quad I have to use glBindFramebuffer(GL_FRAMEBUFFER, 0); which significantly slows down the rendering. Is it impossible to use layout(location = 2) out vec3 color; in the second fragment shader and to render to that third texture?
Jul
16
asked Multiple Render Targets, Multiple Fragment Shaders