My question is, do I need to create a texture target for each pass? This way I would render the scene to the first texture, then I would render the first texture to the second texture using the horizontal blur shader, and finally render the second texture to the screen using the vertical shader. I'm not sure if this is the right way.
The second possibility I have is to render the scene to the same texture two times once with each shader (and add a * 0.5 to the end of each shader). But with this solution, all the scene geometry has to be drawn twice (and not just 2D textures).
Is the double texture approach better? Is there another one?
Edited by aeroz, 02 December 2012 - 01:02 AM.