now I'm working at a depth of field shader. Here's how it works:
I render the whole scene to a FrameBuffer then apply the shader on it. But, there's a problem: How do I pass the depthbuffer as an uniform to the shader? I couldn't find it anywhere in FrameBuffer's methods.
Any help is appreciated.
Not a LibGDX user (I use LWJGL), but in OpenGL you need to pass framebuffers as textures to a shader. In LibGDX, FrameBuffer
extends GLFrameBuffer
. In order to get the depth texture of a FrameBuffer, you need to call getDepthBufferHandle()
, then treat it as you would a texture.