klepto2 Posted August 21, 2023 Share Posted August 21, 2023 I have the need to write to 2 colorattachments and i have set it up like this: "textures": [ { "size": [0.5, 0.5], "format": 97 }, { "size": [0.5, 0.5], "format": 97 } ], "subpasses": [ { "samplers": ["DEPTH", "NORMAL", "PREVPASS"], "colorAttachments": [0,1], "shader": { "float32": { "fragment": "Shaders/Environment/environment_clouds.frag.spv" } } }, in the shader file i have something like this (very simplfied): layout(location = 0) out vec4 outColor[2]; void main() { outColor[0] = vec4(1.0,0.0,0.0,1.0); outColor[1] = vec4(0.0,1.0,0.0,1.0); } only the red value is stored to the texture, the second one is still unmodified. Ate multiple attachemnts currently not supported? Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
Solution Josh Posted August 23, 2023 Solution Share Posted August 23, 2023 I think I remember this being a limitation of the current system but I don’t think it will be very hard to implement 1 My job is to make tools you love, with the features you want, and performance you can't live without. Link to comment Share on other sites More sharing options...
klepto2 Posted August 23, 2023 Author Share Posted August 23, 2023 For the reprojection i noticed, that i don't need it, but it will come in handy to render masks etc. for godrays eg. the same time you render the more complicated stuff. Windows 10 Pro 64-Bit-Version NVIDIA Geforce 1080 TI Link to comment Share on other sites More sharing options...
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