Multi-pass shaders in OpenGL ES 2.0
问题 First - Does subroutines require GLSL 4.0+? So it unavailable in GLSL version of OpenGL ES 2.0? I quite understand what multi-pass shaders are. Well what is my picture: Draw group of something (e.g. sprites) to FBO using some shader. Think of FBO as big texture for big screen sized quad and use another shader, which, for example, turn texture colors to grayscale. Draw FBO textured quad to screen with grayscaled colors. Or is this called else? So multi-pass = use another shader output to