Hi desperado,
According to the GL_EXT_shader_framebuffer_fetch specification, in ES 3.0 the built-in gl_LastFragData output is replaced by user-declared outputs marked with the ‘inout’ keyword:
#version 310 es
#extension GL_EXT_shader_framebuffer_fetch : require
precision mediump float;
uniform sampler2D sampler;
in vec2 textureCoordinate;
layout(location = 0) inout vec4 fragmentColor;
void main()
{
fragmentColor = texture(sampler, textureCoordinate) + fragmentColor;
}
Regards,
Dihara