In webGL2 #330, can I store the result of shaders in a texture and then use it in another shader via uniform sampler2D? As in openGL version #460
If possible, I would like to avoid rendering in a separate scene in each new interval, which would otherwise be necessary because the texture changes over time.
In WebGL and WebGL2 it is not possible to store the result of shaders in textures. I found this out after careful research. The solution is WebGPU. This is a new graphics standard based on Vulkan. I am currently familiarizing myself with this, because WebGPU can save the result of shaders in textures.