Currently shading language allows access to screen space depth texture. It'd be nice if we had access to the normal buffer as well.
it should be possible I guess, I was planning to add mid and post
processing steps with access to it eventually.
On Fri, Sep 29, 2017 at 10:10 PM, Ferenc Arn notifications@github.com
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Currently shading language allows access to screen space depth texture.
It'd be nice if we had access to the normal buffer as well.—
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I want this :D
Is this possible in 3.0 now or will it be in a future release?
in 3.1 as postprocess most likely
On Thu, Dec 21, 2017 at 1:27 AM, TheDriller notifications@github.com
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Is this possible in 3.0 now or will it be in a future release?
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@reduz I was wondering, will the depth buffer be available in a canvas_item shader?
no.. will add a special postprocess shader, but delaying this to 3.1 as
need to implement layered rendering
On Wed, Jan 10, 2018 at 8:12 PM, leiget notifications@github.com wrote:
@reduz https://github.com/reduz I was wondering, will the depth buffer
be available in a canvas_item shader?—
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Whats the status of this? are postprocess shaders still planned for 3.1?
No, all big rendering features are now planned for Godot 3.2 with the Vulkan renderer (which may end up being named 4.0 if it turns out that we need some small compatibility breakage - much less than between 2 and 3 though).
Most helpful comment
it should be possible I guess, I was planning to add mid and post
processing steps with access to it eventually.
On Fri, Sep 29, 2017 at 10:10 PM, Ferenc Arn notifications@github.com
wrote: