I whipped up a short video of the engine using the shader system described in a previous post.
I created a simple scene with two boxes, some shader parameters, and a touch of game code. The shader blurs the texture in two dimensions. The game code manipulates the blur_x and blur_y shader parameters on the root node. The shader parameters then propagate automatically to the geometry nodes. Each box gets the same shader parameters but each has a unique material, defined by a material render state for each box. So flexible…