I’m trying to understand how the process of “binding” different render passes work in the same commandBuffer for doing full screen post processing effects.
In opengl it’s pretty clear that when we bind a frameBuffer and render into its attachment, we can then later bind this attachment as a regular texture :
glBindFramebuffer(GL_FRAMEBUFFER, hdrFBO); glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); glBindFramebuffer(GL_FRAMEBUFFER, 0); hdrShader.use(); glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, hdrColorBufferTexture); RenderQuad();
the line 6 is pretty clear that we bind the previus framebuffer colorAttachment as a texture. However reading the sascha willems radial blur example I can’t see what’s the equivalent process of that. I can’t see the conection betwen the render passes, where exactaly is it saying that the attachment of using in one renderpasse’s frameBuffer is going to be used as input to another.
Sorry if i didn’t made myself clear.
SaschaWillems radial blur example: https://github.com/SaschaWillems/Vulkan/blob/master/examples/radialblur/radialblur.cpp