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multiple render targets in opacity shadow maps

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Hi everyone, I have 4 render targets (textures) attached to a FBO. In a pixel shader I want to render to each channel of these 4 textures (I want to save only the opacity of the pixel at 16 different depth values). My problem is - how to tell the shader that in Red channel of the first texture I want the opacity of the pixel when maximum depth is D, then in Green channel in the same texture I want opacity of pixels when maximum depth is set do D+1 and so on. So finally I would get 16 opacity maps, each for different depth. It's called opacity shadow maps, anyone has any ideas? Thanks a lot. michi

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