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EDIT: Right now I don't have a specific problem as Lord_of_the_Galaxy gave me a solution that seems to be working (for free)
I'm sure I'll run into more problems though, so if you're competent in glsl and have time for short "freelance" kinds of projects let me know your $ rate .
Would be nice to have someone to contact next time(might be soon) I have a problem/question.
I have not set an amount, but if you can offer help relevant to my problem I'm sure we can negotiate it.
I'm not good at explaining problems, and maybe what I'm saying doesn't make sense, but I'll try my best.
I have a problem trying to make a 2D fragment shader using GLSL
Anyways, I want template for doing one pass per frame, do the next pass on the previous output and so on.
It doesn't need to do anything graphically fancy, it's having this "persistent" canvas that's important.
An analogous thing is not using the background() function,
and thus not having to redraw things every frame for them not to disappear.
It seems in GLSL some things are read-only and some things reset after it's done it work, kind of like local variables in a function.
This could possibly be done with frame buffer object, or pgraphics but I'm not familiar with these.
So you give the shader a "texture" input once, and it works on that input.
And the next frame it works on the output it generated, rather than passing it to glfragcolor and flushing it.
If your pass is rotating a small amount you get a rotating image.
You could get a similar result by rotating by an increasing angle but that's not the point. If it's a post-processing anti-aliasing, you'd get an image that get's blurrier and blurrier.
I hope you understand that it's not doing rotation or anti-aliasing I'm asking for, they're jst dumb examples.. What I wan't help with is this persistent/gradual thing, not doing multiple passes per frame, just once per frame.
But is it possible?
Could you help me with this?
How much do expect in return for your help?