source.append("\n"); if (type == ShaderType.Vertex) { appendOutput(source, "gl_Position", info.getVertexGlobal()); } else if (type == ShaderType.Fragment) { List<ShaderNodeVariable> globals = info.getFragmentGlobals(); if (globals.size() == 1) { appendOutput(source, "gl_FragColor", globals.get(0)); } else { int i = 0; appendOutput(source, "gl_FragData[" + i + "]", global); i++;
source.append("\n"); if (type == ShaderType.Vertex) { appendOutput(source, "gl_Position", info.getVertexGlobal()); } else if (type == ShaderType.Fragment) { List<ShaderNodeVariable> globals = info.getFragmentGlobals(); if (globals.size() == 1) { appendOutput(source, "gl_FragColor", globals.get(0)); } else { int i = 0; appendOutput(source, "gl_FragData[" + i + "]", global); i++;