I'm implementing in my program the gaussian blur effect. To do the job I need to render the first blur information (the one on Y axis) in a specific texture (let's call it tex_1) and use this same information contained in tex_1 as input information for a second render pass (for the X axis) to fill an other texture (let's call it tex_2) containing the final gaussian blur result.
A good practice should be to create 2 frame buffers (FBOs) with a texture attached for each of them and linked both to GL_COLOR_ATTACHMENT0 (for example). But I just wonder one thing:
Is it possible to fill these 2 textures using the same FBO ?
So I will have to enable GL_COLOR_ATTACHMENT0 and GL_COLOR_ATTACHMENT1 and bind the desired texture to the correct render pass as follow :
Pseudo code:
FrameBuffer->Bind()
{
FrameBuffer->GetTexture(GL_COLOR_ATTACHMENT0)->Bind(); //tex_1
{
//BIND external texture to blur
//DRAW code (Y axis blur pass) here...
//-> Write the result in texture COLOR_ATTACHEMENT0 (tex_1)
}
FrameBuffer->GetTexture(GL_COLOR_ATTACHMENT1)->Bind(); //tex_2
{
//BIND here first texture (tex_1) filled above in the first render pass
//Draw code (X axis blur pass) here...
//-> Use this texture in FS to compute the final result
//within COLOR_ATTACHEMENT1 (tex_2) -> The final result
}
}
FrameBuffer->Unbind()
But in my mind there is a problem because I need for each render pass to bind an external texture as an input in my fragment shader. Consequently, the first binding of the texture (the color_attachment) is lost!
So does it exist a way to solve my problem using one FBO or do I need to use 2 separate FBOs ?