--- tags: render title: Post-processing brief: This example shows how to apply a post-processing effect by drawing to a render target and then to a fullscreen quad using a post processing shader. author: Defold Foundation scripts: postprocess.script, invert.fp, invert.vp thumbnail: postprocess_thumb.png --- The basic principle of a full screen post processing effect is to first draw the entire game to a render target, then draw this render target to a full screen quad using a post processing shader to apply some kind of effect. This example shows a color invert effect and a CRT scanline effect. The setup in this example consists of a custom render script and a game object containing a model component with a fullscreen quad (ie rectangle). ![quad](quad.png) The model uses a material with a render predicate/tag named `postprocess`. The material uses a basic shader program in `invert.fp` to invert the color of anything drawn with the material. ![invert_material](invert_material.png) The render script is a copy of the default render script with added code to create a fullscreen render target. The render target has a color and depth buffer, and it will be resized if the screen resolution changes: ```lua local function create_postprocess_rt(self, width, height) local color_params = { format = graphics.TEXTURE_FORMAT_RGBA, width = width, height = height, min_filter = render.FILTER_LINEAR, mag_filter = render.FILTER_LINEAR, u_wrap = render.WRAP_CLAMP_TO_EDGE, v_wrap = render.WRAP_CLAMP_TO_EDGE } local depth_params = { format = graphics.TEXTURE_FORMAT_DEPTH, width = width, height = height, } self.postprocess_rt = render.render_target("postprocess_rt", { [render.BUFFER_COLOR_BIT] = color_params, [render.BUFFER_DEPTH_BIT] = depth_params } ) self.postprocess_rt_width = width self.postprocess_rt_height = height end local function update_postprocess_rt(self) local w = render.get_window_width() local h = render.get_window_height() -- keep render target if size is the same if self.postprocess_rt_width == w and self.postprocess_rt_height == h then return end render.delete_render_target(self.postprocess_rt) create_postprocess_rt(self, w, h) end function init(self) -- create the postprocess predicate and all of the default predicates self.predicates = create_predicates("postprocess", "tile", "gui", "particle", "model", "debug_text") create_postprocess_rt(self, render.get_window_width(), render.get_window_height()) end function update(self) update_postprocess_rt(self) end ``` The render script is additionally modified so that all content is drawn to the render target instead of directly to the screen. In a separate step at the end, the render target is used as a texture and drawn to the fullscreen quad with the `postprocess` predicate using the post processing shader assigned to the model quad: ```lua function update(self) update_postprocess_rt(self) -- enable postprecssing render target -- subsequent draw operations will be done to the render target -- render.set_render_target(self.postprocess_rt) -- note: some render code removed from this snippet to make it readable render.draw(predicates.model, draw_options_world) render.draw(predicates.tile, draw_options_world) render.draw(predicates.particle, draw_options_world) render.draw(predicates.gui, camera_gui.options) render.draw(predicates.debug_text, camera_gui.options) -- revert to the default render target -- render.set_render_target(render.RENDER_TARGET_DEFAULT) -- render post processing render target to quad with predicate 'postprocess' -- render.set_view(vmath.matrix4()) render.set_projection(vmath.matrix4()) render.enable_texture(0, self.postprocess_rt, render.BUFFER_COLOR_BIT) render.draw(predicates.postprocess) render.disable_texture(0) end ``` Additionally the example shows in `postprocess.script` how to change material using material resource properties at runtime. ![material_properties](material_properties.png)