I want a GPU feature that lets me do multiple pixel shader passes with a single vertex shader. Each pass would get blended together. The goal being composable pixel shaders.
You could even make it so that if an earlier fragment pass discarded the pixel, it would not run that pixels in the next pass.
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To do this today, I can only think of drawing to an offscreen FBO as a mask, then reading that mask in on a later draw.
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But then you’d want to batch tons of these mask calls into a single FBO. Figuring out where to put them on the target texture gets tricky, especially if your vector is in 3D and viewed at a glancing angle.
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Also useful for multi pass materials? Instead of redrawing the model, you’d just make another run of a new pixel stage. The benefit is that it’s not committed to the render target till all fragment passes are complete.
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