Hi. What is the best (easiest and most backward-compatible) way to get an array of ‘sampler2D’ textures into a fragment shader?
I have an old nVidia GTX 460 and the method must work on this card.
My program does the Depth Peeling algorithm by binding the depthbuffer of the previous Depth Peeling render pass and it binds a screenbuffer (sampler2D) that will contain the current Depth Peeling layer.
So I have an array of (up to ~25) screenbuffer textures (in the C++ code) which contain the peeling layers, and I want to access any of those textures in a single shader.
Thank you.