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AppGameKit Classic Chat / Using fullscreen shaders?

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Fluorescent
FPSC Reloaded TGC Backer
18
Years of Service
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Joined: 1st Aug 2005
Location: Stockholm, Sweden
Posted: 19th Jun 2017 18:27
To use a fullscreen shader, I have to first create a quad object, an image, render my scene to the image, apply it to the quad, run the shader on the quad then draw the quad to screen. Is this the correct process for using fullscreen shaders? And if so, is there really a difference between LoadFullscreenShader and LoadSpriteShader? Don't both commands load a pixel-shader?
janbo
15
Years of Service
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Joined: 10th Nov 2008
Location: Germany
Posted: 19th Jun 2017 19:44 Edited at: 19th Jun 2017 20:11
1. Correct... You render the scene to your image which is applied to your quad... and the quad is automatically rendered by sync if you don't hide it.
2. Everything has vertices and fragments ...
-even sprites, the only differences are that sprites live inside an orthographic projection and objects in a perspective projection space (with the additional dimension Z), but the quad in agk fits to to the screen perfectly without a projection.
-fragments are potential pixels... they get rendered if they don't get discarded because they are occluded by something in front of them.
3. Yes...everything needs Vertex and Pixel shaders(except of drawline and such) but agk generates vertex shader for us in the case of fullscreen and sprites.

You could create a sprite using a plain at a certain distance and an orthographic projection matrix.

Using AGKv2 Tier1

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