I'm writing a shader that make a blur effect on a texture rendered form the scene. I need to do that in 2 passe, so with the pass P0 i make a horizontal blur, and in pass P1 the vertical one.
The problem is:
If i write it on single pass i obtain the expected result, but i really need to do in 2 passes.
Can anyone help me please?
Is my first approach toe HLSL.
Thank to everyone!
FOX_ITA
You usually do that outside of the shader code in your application logic.
(of course you don't re-create the render targets once per frame. I'd rather use a central pool of render targets to serve all postprocessing needs).
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