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Some of the shadertoy shaders use 2or more passes using the built in buffers, for example https://www.shadertoy.com/view/XsG3z1#. Is it possible to use these buffers from within processing or do they have to be created in the GLSL shader code? If so, any examples I could learn from?
Answers
You could apply multiple passes if you use PGraphics, by doing something like this:
Here I'm assuming that the prevOutput uniform in pass2 shader is a texture sampler you use to read the output from the previous pass, but not sure if that's the technique used by ShaderToy.