This is a questions for @FriendsFromAutodesk. Not sure what the correct channel is for some of these, if there’s a better process, please let me know. Specific question below, but may have other questions in the future.
I have another matchbox shader I’m thinking about, that would benefit from multiple outputs (in a simple case it could be multiple image textures, but in this case I’m actually thinking data channel). It’s a shader that represent a pre- and post-process step and I’d love to pass on some data from the first to the second instance. But it would be easy to encode that in the the first few pixels of a standard 2nd image texture output.
Right now all shaders I looked at only use gl_FragColor.
There’s a multi execution shader example that’s great, and there’s a mipmap example that uses gl_FragData to pass two sets between passes. But I haven’t found an example of a shader that can output two image textures on the final pass. Kind of what the Separate node does with outputting RGB textures.
Is such a think structurally impossible, or is it possible and there’s just no example?