Original Post
Hi,
I'm in the process of writing a shader using HLSL and I stumbled upon a dilemma.
The purpose of the shader is to create a splitscreen view by shifting the pixel position.
So you got a pixel with position x,y and it needs to be translate to x'y' and x"y" which should simulate a splitscreen.
In theory this should be possible but since I'm planning to use it as a PP effect (since the shader should only affect the pixels and not the vertices), the fragment shader can't modify the pixel position (except for the depth value) since x&y get fixed after the rasterizer.
The dilemma is whether or not I should drop the idea of the PP effect and make it a complete shader meaning that I can use the vertex shader as well to give me more options in terms of modifiy the pixel position before the rasterizer. Or is there another option which I overlooked?
Thanks in progress
Forcecast
I'm in the process of writing a shader using HLSL and I stumbled upon a dilemma.
The purpose of the shader is to create a splitscreen view by shifting the pixel position.
So you got a pixel with position x,y and it needs to be translate to x'y' and x"y" which should simulate a splitscreen.
In theory this should be possible but since I'm planning to use it as a PP effect (since the shader should only affect the pixels and not the vertices), the fragment shader can't modify the pixel position (except for the depth value) since x&y get fixed after the rasterizer.
The dilemma is whether or not I should drop the idea of the PP effect and make it a complete shader meaning that I can use the vertex shader as well to give me more options in terms of modifiy the pixel position before the rasterizer. Or is there another option which I overlooked?
Thanks in progress
Forcecast