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add a custom shader to offscreenrender #1024

Answered by robertosfield
WdsPjm asked this question in Q&A
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Back in August I implemented support fro selecting GraphicsPipline based in viewID so that each View could have it's own GraphicsPipeline, and then I added support for building seperate GraphicsPipeline per View by adding mask support into ShaderStage and GraphicsPipelineState which is used when creating the required vkPipeline objects for these. The mask on the ShaderState & GraphicsPipeineState is matched to each View's mask.

I wrote up this work on this thread: #916

In a custom ShaderSet you can add the ShaderStage and GraphicsPipelineState with the approach masks.

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