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I want to render an environment map into a cubemap framebuffer but I dislike the fact, that I have to use the geometry shader to set gl_Layer because the geometry shader would be a basic passthrough shader. Additionally a geometry shader could stall the pipeline and decrease performance.

I would rather like to use instanced rendering and set gl_Layer in the vertex shader but unfortunately this is only possible with the AMD_vertex_shader_layer extension.

Is there any other way to set the layer in the shader?

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