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Posted

Up till now this was my working code;

texture_buffer = CreateTextureBuffer(size.x, size.y);
camera->SetRenderTarget(texture_buffer);

material = CreateMaterial();
material->SetShaderFamily(LoadShaderFamily("Shaders\\Unlit.json"));
material->SetTexture(texture_buffer->GetColorAttachment(), 0);
model->SetMaterial(material);

I switched the material out for a custom one I made and am getting an error in the rendering thread I think.  I've not given it much thought yet but was wondering if the shaders need something special to access the texture rendered from a camera?  I was thinking it should be a normal texture lookup in GLSL but I may be wrong.

Posted

And I don't need anything special in my custom frag shader?  This should read the texture no matter where it comes from yeah?

vec4 texColor = texture( texture2DSampler[ GetMaterialTextureHandle( materials[ inMaterialIndex ] , TEXTURE_DIFFUSE ) ]

 

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