Could be possible render to multiple targets for the same pixel shader on ios and android? After set targets with
SetRenderTargets and the follow output struct for the pixel shader:
float4 Depth : COLOR0;
float4 Normal : COLOR1;
taking a look to the output generated by the compiler tool, it defines (in the xnb):
#define ps_oC0 gl_FragData
#define ps_oC1 gl_FragData
which correspond to the output for the fragment shader, I think.. reading the opengl documentation.
On my Mac, it works fine, and I can write to both targets on the same pixel shader (I make this to create a normal map, and a depth map on two separated targets), but on android I get the follow message on runtime: 'System.InvalidOperationException: Shader Compilation Failed', and on iOS I don't get any errors, but the shader does not produces output. Is this a wrong way? Shall I to make two separated shaders for ES devices?