Time for action — complex compositor

We need a new compositor, material, and fragment shader:

  1. The compositor script itself is nothing special. We need one texture for the scene and then directly use this texture as input for the output, which uses one material:
    compositor Compositor7
    {
    technique
    {
    texture scene target_width target_height PF_R8G8B8
    target scene
    {
    input previous
    }
    target_output
    {
    input none
    pass render_quad
    {
    material Ogre3DBeginnersGuide/Comp5
    input 0 scene
    }
    }
    }
    }
    
  2. The material itself is also nothing new; just add a fragment shader like always:
    material Ogre3DBeginnersGuide/Comp5
    {
    technique
    {
    pass
    {
    fragment_program_ref MyFragmentShader8
    {
    }
    texture_unit
    {
    }
    }
    }
    }
    
  3. Don't forget to add the definition of the fragment shader before using ...

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