Jump to content

Pass a high-res texture and a low-res texture into a fragment shader, and output a new high-res texture


Recommended Posts

A part of my game's post-process render pipeline:

  1. Downscale render to 25% size
  2. Do some post-processing on the downscaled image
  3. Pass both the image before step 1 and the image after step 2 into a GLSL fragment shader with effect.setTextureFromPostProcessOutput(...)
  4. Fragment shader outputs the low-res processed image overlaid on top of the original high-res render

Problem: The final render is pixelated. I guess the initial downscale made it so the shader doesn't use the higher-res input texture as the "base resolution"? What's going on here? How do I properly set fragment shader input textures of different resolutions in a post-processes?

Link to comment
Share on other sites

On 10/13/2018 at 11:07 PM, BitOfGold said:

but a Pass possprocess's output should be the same. I don't know why...

Well because it is a Pass postprocess :) It just pass the data (but can be used to scale up/down)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    • No registered users viewing this page.
  • Create New...