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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| |-|-| | ![image](https://github.com/user-attachments/assets/d96cc8f1-7d87-4346-963a-a1fb27b81cba) | ![image](https://github.com/user-attachments/assets/203c3827-9574-4739-9d54-430dc4a47dcc)|
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