Add attachmentCount/defaultPointSize specialization constants;
@@ -10,6 +10,8 @@ layout(constant_id = 1007) const bool useMetalnessTexture = true;
layout(constant_id = 1008) const bool useRoughnessTexture = true;
layout(constant_id = 1009) const bool useOcclusionTexture = false;
layout(constant_id = 1010) const bool useClearcoatTexture = false;
+layout(constant_id = 1011) const uint attachmentCount = 1;
+layout(constant_id = 1012) const float defaultPointSize = 1.f;
// Resources
#ifndef GL_COMPUTE_SHADER
@@ -66,7 +68,7 @@ layout(location = 14) in vec3 VertexTangent;
// Framebuffer
#ifdef GL_FRAGMENT_SHADER
-layout(location = 0) out vec4 PixelColor[1];
+layout(location = 0) out vec4 PixelColor[attachmentCount];
#endif
// Varyings
@@ -315,7 +317,7 @@ void main() {
Tangent = NormalMatrix * VertexTangent;
}
- PointSize = 1.f;
+ PointSize = defaultPointSize;
Position = lovrmain();
if (enableUVTransform) {
