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Sep 21st, 2014
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  1. void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
  2. {
  3. // Determine the number of output targets we need
  4. U32 numMRTs = 0;
  5. for (U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++)
  6. {
  7. const FeatureInfo &info = FEATUREMGR->getAt(i);
  8. if (featureData.features.hasFeature(*info.type))
  9. numMRTs |= info.feature->getOutputTargets(featureData);
  10. }
  11.  
  12. WRITESTR("layout(location = 0) out vec4 col;\r\n");
  13. for (U32 i = 1; i < 4; i++)
  14. {
  15. if (numMRTs & 1 << i)
  16. WRITESTR(avar("layout(location = %d) out vec4 col%d;\r\n", i, i));
  17. }
  18. WRITESTR("\r\n");
  19. WRITESTR("\r\n");
  20. }
  21.  
  22. void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
  23. {
  24. WRITESTR("}\r\n");
  25. }
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