Godot Version
4.3
Question
Hi all, I’ve been trying to implement an advanced post-processing effect (volumetric fog, a couple image filters), and I’ve run into an issue with the way that the compositor passes uniforms to the compute shader. I’m not all that familiar with the rendering pipeline and how compute shaders work, so it might be an easy fix.
Basically, I need to pass the inverse view matrix, inverse projection matrix, and the camera position to the compute shader (the .glsl file), in order to reconstruct the world position of each pixel. I’ve tried passing them in the push constants, but they’re too large.
I really can’t achieve the post-processing effects that I want without this, and I don’t know the technical details to ask this question in a clearer way. I can’t use old-school post processing (full screen quad or canvas item shader), because I need to access the depth texture after transparent objects have been drawn, which is impossible as far as I know.
If anyone can help I’d greatly appreciate it.