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- void ShaderGenPrinterGLSL::printPixelShaderOutputStruct( Stream& stream, const MaterialFeatureData &featureData )
- {
- // Determine the number of output targets we need
- U32 numMRTs = 0;
- for (U32 i = 0; i < FEATUREMGR->getFeatureCount(); i++)
- {
- const FeatureInfo &info = FEATUREMGR->getAt(i);
- if (featureData.features.hasFeature(*info.type))
- numMRTs |= info.feature->getOutputTargets(featureData);
- }
- WRITESTR("layout(location = 0) out vec4 col;\r\n");
- for (U32 i = 1; i < 4; i++)
- {
- if (numMRTs & 1 << i)
- WRITESTR(avar("layout(location = %d) out vec4 col%d;\r\n", i, i));
- }
- WRITESTR("\r\n");
- WRITESTR("\r\n");
- }
- void ShaderGenPrinterGLSL::printPixelShaderCloser( Stream& stream )
- {
- WRITESTR("}\r\n");
- }
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