1 /* PASS - GL_ARB_draw_buffers does exist in the vertex shader, but it only
2 * makes the built in variable gl_MaxDrawBuffers be available.
6 /* This causes an error on some implementations, but is acceptable on others.
7 * The GL_ARB_draw_buffers spec only specifies behavior when #extension is
8 * used with GL_ARB_draw_buffers in a fragment shader. It doesn't say what
9 * happens (i.e., error or otherwise) in a vertex shader. The GLSL 1.10 spec
10 * says that gl_MaxDrawBuffers is available in a vertex shader. From that I
11 * infer that using GL_ARB_draw_buffers with #extension should be valid in a
14 #extension GL_ARB_draw_buffers: require
18 gl_Position = vec4(gl_MaxDrawBuffers);