We learned a lot in this chapter about compositors and viewports.
Specifically, we covered:
How to create compositor scripts and how to add them to our scene
How to manipulate our scene using compositors and fragment shaders
The parameters for shaders and how to change their values in material scripts or directly in the application code
How to combine compositors to save us the work of rewriting the same code over and over again
Combining topics we have learned previously to create a compositor that is controlled by user input
We now have covered a lot of Ogre 3D; only one really important topic is left. Up until now, we have relied on ExampleApplication. In the next chapter, we are going to write our own ExampleApplication.