klepto2 Posted August 21, 2023 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
Solution Josh Posted August 23, 2023 Solution 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 Let's build cool stuff and have fun.
klepto2 Posted August 23, 2023 Author 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
Recommended Posts