Hello guys,
I would like to make a debugger such one of these:
-http://www.paulallenrenton.com/individual-projects/webgl-deferred-renderer
-http://codeflow.org/entries/2012/aug/25/webgl-deferred-irradiance-volumes/#debugging
I am trying to use multiple rendering target with this webgl extension => (https://www.khronos.org/registry/webgl/extensions/WEBGL_draw_buffers/), so when I am rendering my scene I would like in my fragment shader to write something like this:
#extension GL_EXT_draw_buffers : require
precision highp float;
uniform sampler2D positionSampler;
uniform sampler2D normalSampler;
uniform sampler2D depthSampler;
uniform sampler2D stuffSampler;
varying vec2 vUV2;
void main(void) {
gl_FragData[0] = texture2D(positionSampler, vUV2);
gl_FragData[1] = texture2D(normalSampler, vUV2);
gl_FragData[2] = texture2D(depthSampler, vUV2);
gl_FragData[3] = texture2D(stuffSampler, vUV2);
}
with each gl_FragData writing in a webgl texture associated. I didn't find a lots resources about it on the internet...
I am working with babylon.js, any example or help would be great.
Thanks !