OK thanks, but yeah things need to be cross platform.
I must admit though, I did think it was precisely these types of shaders that allowed for some of the awesome water / ripple effects we see in games, but maybe what you mention is right, they render the screen into a buffer (this is surely basically the same as a snapshot - render to texture right?) and then process that.
It is fairly obvious I don’t know much about this, but I’m trying to gather information so that when I have time, I hit the ground running
BTW regarding snapshots, did you ever look into my ancient request of giving snapshots a ‘priority’ or ‘order’ property, so they can be forced to render in a specific order all within the same frame? At the moment snapshots always have a 1 frame delay, and this accumulates as they are nested, but there’s a simple enough way around this I feel, and it would make snapshots more useful (particularly in, say, something like water!).