> > Um, what? That's already in there. It's the whole way the HLSL shader works. I'm > not > > sure you're the best person to be dispensing advice on the BGFX shader system if > you > > don't even understand that much of it. > > And? what do you expect? release was two days ago and i am back from my holidays > yesterday. I never looked into BGFX before, as there where no examples until now, but > yes you are still right, i am not the best person. My noob-skills, will hopefully be > enough for some shader conversions and i dont think i will ever write a shader from > scratch on my own. Satisfied now?
Well you should take a look at the json files that are included now!
You can specify a bunch of render targets in the json. You can set each one to be a specific custom size, or a multiple of the input, or the size of the screen. Then each shader can take as inputs any number of those textures and output to whichever target you want to. And since each effect/pass is independent, you'll be able to mix and match shader effects once more of them exist. It's really, really nice. It's hard to think of an effect that you couldn't do now in the new system. I guess the only thing you can't do is read in your own textures and do stuff with them. But maybe I'm wrong. And that's not something you'd need very often anyway.
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