What I’m trying to do is take a initial depth texture, subtract a another one (which represents one frame of a displacement to that initial depth texture) and store this resulting image back in the first initial depth texture so it runs in a loop.
However, I’m trying to do all of this on the GPU. I have the correct deformations happening in the vertex shader, but I can’t figure out a way to store the result somehow so that it becomes the next frames initial state. If anyone can point me in the right direction that would be awesome. Thanks