@cybereality said:
You can access textures in a shader by using uniform samplers.
Writing up a shader isn't an issue, it's all the other extraneous hoops to shift what i want to render to stuff them into textures in order to deploy a variant of splat mapping.
I think i have to:
- construct yet another scene/set of nodes to contain what i want to render including a viewport and probably a camera or whatever
- render an image to a texture (Viewport or whatever)
- set up the shader to do its stuff
- blah blah
All this to be able to create effects between rendered images, not bitmaps.
i understand that 99% of 2d is a bunch of bitmaps so this is a natural setup, but I'm rendering shapes in real time and have a mode that is closer to 3d where one works more with meshes and one performs effects on them.
at this point i really wish godot had taken a much more 3d-sh sensibility to its 2d polygon rendering pipeline