GLSL different uniform each pass

Hello TD Community,

I am trying to achieve something I have been doing in Unity but have no idea how to do it in TD.

In Unity when i wanted, for example, to blur an image with a custom shader, i would iterate the same texture with the shader in order to have the output of the shader as the input in the following pass.

I read that this is possible in TD adjusting the number of passes in GLSL chop > common > npasses

In Unity, since i was scripting, I would create 2 buffers (in order to ping pong them), then a for loop, and then blit (render) the texture with the shader n-times.

The thing is in each loop I could pass custom variables to the shader, for example, the number of iteration I was in, and I don’t know how I would be able to do this in TD.

If anyone could help me that would be absolutely great!

Thanks everyone in advance!