Hope you can help me.
I try to use render texture’s glTexture as second texture for camera’s pipeline. I want to do next:
- Use one render texture + first pipeline for generate texture with pixel “offets”.
- Draw it in other big render texture in concrete places.
- Run 2nd pipeline on Camera, setup to it texture from second step and mix it using fragment shader(use shifts for getting pixels from initial sampler for camera)
So I use setTexture2D(bigRendTex.glTexture, 1), and wait it will be available on iChannel1, but on all iChannels I see one original(from camera) texture.
This is my codepen
Can anyone help me with understanding what I’m doing incorrectly?