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render to more than one texture in shader with fbo's

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For the output of a shader we can use gl_FragColor= whatever. If I want to render to more than one texture in a shader using FBOs how do I do it ? I thought it was gl_FragColor[0] = vec4(...); gl_FragColor[1] = vec4(...); etc but I get compile errors about each of the above statements. By the way my card seems to support glDrawBuffers

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This topic is 3874 days old which is more than the 365 day threshold we allow for new replies. Please post a new topic.

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