Is it possible to overlap shader effects in OpenGL ES 2.0? (not using FBOs)
How to use the result of a shader with another shader without having to do a glReadPixels and push again the processed pixels?
The next pseudo-code is what I'm trying to achieve:
Code :// Push RGBA pixels into the GPU glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels_To_Render); // Apply first shader effect glUseProgeam( FIRST_SHADER_HANDLE); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Apply the second shader effect by sampling from the result of the first shader effect glUseProgeam( SECOND_SHADER_HANDLE ); glDrawArrays(GL_TRIANGLE_STRIP, 0, 4); // Get the overall result glReadPixels(......)