Is there a way to make some kind of bridge between Blender and a GLSL custom filter? By this I mean, if I have some kind of variable inside my GLSL shader that controls something like, say, the strength of the effect, is there a way I can set that variable up to be controlled by the Blender Game Engine? And is there some special way I’d need to declare the variable in the GLSL code? Thanks!
I believe that properties are shipped to the GLSL shader by default.
So, if you have a float property named “strength”, you can access its value in the shader via a float uniform of the same name: “uniform float strength”.
Holy crap! You’re right! That has got to be one of the most sensible (for a change) features of the BGE I’ve encountered as of yet! I was so totally not expecting it to be that easy. Thanks! High five.