I'm using the Elm WebGL library found here to make webGL graphics for my website. I would like to use certain graphics techniques such as shadow mapping which require the ability to use the results of operations performed on the graphics card; a write to a renderbuffer backed by a texture, if I recall my OpenGL ES terminology correctly, which is then used by the shader which draws to the screen.
Looking in the API provided it doesn't look like doing this is possible, because the only thing in the API that can actually execute/hold the result of a WebGL pipeline/Entity
is of type Element
.
My question is if it is possible to use techniques like shadow mapping and SSAO which require more than one pass to draw the scene with the standard Elm WebGL library, and how I might accomplish this.