Opengl and Webgl: sampling from a texture attached to current framebuffer
问题 I have a framebuffer with two textures t0 and t1 attached. On the first pass I render to both of them with multiple fragment shader output. Before the second pass I do thew following: Turn on a shader with one output only Bind t1 to a texture unit call glDrawBuffers to disable writing to t1 's attachment Note that t1 is used for sampling, but it's still bound to current framebuffer. As I understand, there are no loopbacks in such configuration. Is it legal in both OpenGL and WebGL? I made an