16. Can you use glBindFragDataLocation to direct varying output
variables from a fragment shader program created by
glCreateShaderProgramEXT to specific color buffers?
UNRESOLVED:
Tenative resolution: NO for much the same reason you can't do
this with attributes as described in issue 15. But you could
create the program with the standard GLSL creation process where
you attach your own shaders and relink.
For fragment shader programs created with
glCreateShaderProgramEXT, there is already the gl_FragData[]
builtin to output to numbered color buffers. For integer
framebuffers, we would need to add:
varying out ivec4 gl_IntFragData[];
User-defined output fragment shader varyings can still be used
as long as the application is happy with the linker-assigned
locations.