# Using GLSL post-process (2D) pixel shader with Slicer

**URL:** <https://discourse.slicer.org/t/using-glsl-post-process-2d-pixel-shader-with-slicer/1789>\
**Category:** Development\
**Created:** [January 9, 2018, 1:47pm UTC](https://discourse.slicer.org/t/using-glsl-post-process-2d-pixel-shader-with-slicer/1789 "2018-01-09T13:47:19Z")\
**Posts on this page:** 1\
**Showing post:** 5

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**Author:** ![pieper](https://sea2.discourse-cdn.com/flex002/user_avatar/discourse.slicer.org/pieper/32/8_2.png) [@pieper](https://discourse.slicer.org/u/pieper)\
**Post date:** [January 10, 2018, 10:05pm UTC](https://discourse.slicer.org/t/using-glsl-post-process-2d-pixel-shader-with-slicer/1789/5 "2018-01-10T22:05:32Z")

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Here’s the other GLSL code @Davide_Punzo mentioned. It’s less coupled to the vtk rendering process so it can make it simpler to do generic algorithms. At some point I plan to revisit this and see how it compares to the shader options recently added to VTK core and see if it’s still needed.

> **[GitHub - pieper/CommonGL: Experiments in GLSL shading for Slicer and other...](https://github.com/pieper/CommonGL)**
>
> Experiments in GLSL shading for Slicer and other environments - GitHub - pieper/CommonGL: Experiments in GLSL shading for Slicer and other environments

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