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Is it possible to write GLSL ES fragment shaders under iOS that generate multiple RGB outputs and have (for example) one sent to the screen and one sent to a texture?

Under normal GLSL I guess this would be done by writing to gl_FragColor[i] from the fragment shader. However, it seems that GLSL ES 2.0 only supports a single color output.

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OpenGL ES 2.0 does not support FBOs with multiple render targets. Therefore, GLSL ES also does not support it.

NVIDIA has an extension for it, but obviously that only works on NVIDIA's hardware.

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