Hello, I want to know when I create a RenderTargetTexture with type set as TEXTURETYPE_FLOAT and format as TEXTUREFORMAT_R, and use setMaterialForRendering to set a independent shader to this RTT, how do I write gl_FragColor in this shader?
like this?
float result = ...;
gl_FragColor = vec4(result, 1.0, 1.0, 1.0);