OpenGL Implementing MultiPass
I am having trouble porting some code I have successfully implemented in Shadertoy to desktop OpenGL, the problem is that I need to create a FrameBufferObject FBO so that I can do offscreen computations that will be later passed on to the main glsl fragment shader, the thing is that this buffer needs to reference itself as a texture to get the previous values for it to be able to run a simulation. I have successfully created the FBO: // Framebuffer configuration. unsigned int frameBufferOne; glGenFramebuffers(1, &frameBufferOne); glBindFramebuffer(GL_FRAMEBUFFER, frameBufferOne); // Create a