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Blur on FBO texture

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i need to call blur texture attached to FBO about 5 times.

 

 

however i am not sure if i need to switch over two different fbos (so one blurs texture from another) or i could just do thing like:

glBindFramebuffer()

enable blur shader

for (int i=0; i < 5; i++)

draw_fullscr_quad

 

 

do i need to switch over two fbos or theres a better way to do it?

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You need 2 fbo targets, since you can't read and write to the same texture.

So first pass would be, original texture blurred in a shader and written to fbo1

and after that you pingpong fbo1 and fbo2. So read from one, blur it and write to the other one, then flip them so you accumulate the blur.

 

That's a common way of doing multiple blur passes, else you could maybe use a compute shader and read write from same memory, but no idea about that, never used them.

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