The use case is essentially the same as Alpha Blending with Integer Texture for Object Picking
One of the answers is to discard fragments that fail the alpha test.
So I'm wondering if it's possible to discard
for one render target in a framebuffer, while still writing to the others. In my initial attempt of simply not writing the out
value for that target, it seems to still write the default value (0
, uvec4(0)
, etc.)