> > GLSL already basically IS this. You get 10 slots and the output from each slot is > run > > through the next slot to get the final output. > > This is true, but it has serious drawbacks, because it lacks of multi-pass-results. > You cant for example, pass the result of shader 2 to shader 5. This is one of the > main reasons, why it is very hard or sometimes impossible to convert existing shaders > from other emulators. The same is true for mixing shaders, for example you cant have > Mooglys NTSC shader working together with CRT-geom or CRT-Lotte shader and i guess > hat HAZE means exactly this, with a plugable system. My biggest hope is, that BGFX > will change this.
Actually I just mean it loads the entire shader + shader configuration (including a list of what sliders to make available to the user in the interface) from an external file, so you can put whatever the hell you want there as long as it's valid.
basically you'd just specify -shader blah and it would load blah.shd, which contains information on everything else that needs loading and what should appear onscreen etc.
blah.shd could even reference hlsl / glsl versions of the shader files, so a well made shader would have code for both (and one without could throw an error if you attempted to use it in an unsupported mode)
|