 
 // Framebuffer
 #ifdef GL_FRAGMENT_SHADER
-layout(location = 0) out vec4 PixelColor[1];
+layout(location = 0) out vec4 PixelColor[attachmentCount];
 #endif
 
 // Varyings

    Tangent = NormalMatrix * VertexTangent;
  }

  PointSize = 1.f;
  Position = lovrmain();

  if (enableUVTransform) {

layout(constant_id = 1008) const bool useRoughnessTexture = true;
layout(constant_id = 1009) const bool useOcclusionTexture = false;
layout(constant_id = 1010) const bool useClearcoatTexture = false;
layout(constant_id = 1011) const uint attachmentCount = 1;
layout(constant_id = 1012) const float defaultPointSize = 1.f;

// Resources
#ifndef GL_COMPUTE_SHADER
