i'm making some postprocessing work.
when i tried rendering to framebuffer having two color texture, i didn't wanna set output color to second ouput color variable, just wanna set to first variable, but shader still set internally first output color variable to second output color variable
Render Loop
BindFrameBuffer();
unsigned int a[2] = { GL_COLOR_ATTACHMENT0 , GL_COLOR_ATTACHMENT1 };
glDrawBuffers(2, a);
RenderSomthing();!!!
Fragment shader
#version 330 core
layout (location = 0) out vec4 FragColor;
//layout (location = 1) out vec4 BloomColor;
void main()
{
FragColor = vec4(1.0);
//BloomColor= vec4(1.0); // i dont wanna draw on second color output variable
}
i dont wanna touch second output color variable, i wanna just let it have cleared color
shader still set internally first output color variable to second output color variable