{"action":"created","comment":{"url":"https://api.github.com/repos/KhronosGroup/WebGL/pulls/comments/141081263","pull_request_review_id":65159427,"id":141081263,"diff_hunk":"@@ -3325,13 +3325,16 @@ <h2 class=\"no-toc\">Table of contents</h2>\n     </div>\n \n     <p>\n-        If an ESSL1 fragment shader writes to neither <code>gl_FragColor</code> nor <code>gl_FragData</code>,\n-        the values of the fragment colors following shader execution are untouched. If corresponding output\n-        variables are not defined in an ESSL3 fragment shader, the values of the fragment colors following\n-        shader execution are untouched.\n+        If fragment output variables are not defined in an ESSL3 fragment shader, the values of the\n+        fragment colors following shader execution are untouched.","path":"specs/latest/2.0/index.html","position":9,"original_position":9,"commit_id":"a52ffbc7f6bc1f97acc75ca4206db0765b129b52","original_commit_id":"a52ffbc7f6bc1f97acc75ca4206db0765b129b52","user":{"login":"Oletus","id":453050,"avatar_url":"https://avatars2.githubusercontent.com/u/453050?v=4","gravatar_id":"","url":"https://api.github.com/users/Oletus","html_url":"https://github.com/Oletus","followers_url":"https://api.github.com/users/Oletus/followers","following_url":"https://api.github.com/users/Oletus/following{/other_user}","gists_url":"https://api.github.com/users/Oletus/gists{/gist_id}","starred_url":"https://api.github.com/users/Oletus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Oletus/subscriptions","organizations_url":"https://api.github.com/users/Oletus/orgs","repos_url":"https://api.github.com/users/Oletus/repos","events_url":"https://api.github.com/users/Oletus/events{/privacy}","received_events_url":"https://api.github.com/users/Oletus/received_events","type":"User","site_admin":false},"body":"I'm fine with the INVALID_OPERATION if a shader doesn't write all color buffers that are enabled in the framebuffer. But since it is a breaking change so we'd have to watch out for regressions, and I would like to hear other opinions on it too. Maybe that would also be better to handle in a separate commit, with tests changed in sync with the spec.","created_at":"2017-09-26T14:52:06Z","updated_at":"2017-09-26T15:00:19Z","html_url":"https://github.com/KhronosGroup/WebGL/pull/2462#discussion_r141081263","pull_request_url":"https://api.github.com/repos/KhronosGroup/WebGL/pulls/2462","author_association":"CONTRIBUTOR","_links":{"self":{"href":"https://api.github.com/repos/KhronosGroup/WebGL/pulls/comments/141081263"},"html":{"href":"https://github.com/KhronosGroup/WebGL/pull/2462#discussion_r141081263"},"pull_request":{"href":"https://api.github.com/repos/KhronosGroup/WebGL/pulls/2462"}},"in_reply_to_id":140977690},"pull_request":{"url":"https://api.github.com/repos/KhronosGroup/WebGL/pulls/2462","id":131326366,"html_url":"https://github.com/KhronosGroup/WebGL/pull/2462","diff_url":"https://github.com/KhronosGroup/WebGL/pull/2462.diff","patch_url":"https://github.com/KhronosGroup/WebGL/pull/2462.patch","issue_url":"https://api.github.com/repos/KhronosGroup/WebGL/issues/2462","number":2462,"state":"open","locked":false,"title":"Revise spec on untouched fragment outputs to match implementations","user":{"login":"Oletus","id":453050,"avatar_url":"https://avatars2.githubusercontent.com/u/453050?v=4","gravatar_id":"","url":"https://api.github.com/users/Oletus","html_url":"https://github.com/Oletus","followers_url":"https://api.github.com/users/Oletus/followers","following_url":"https://api.github.com/users/Oletus/following{/other_user}","gists_url":"https://api.github.com/users/Oletus/gists{/gist_id}","starred_url":"https://api.github.com/users/Oletus/starred{/owner}{/repo}","subscriptions_url":"https://api.github.com/users/Oletus/subscriptions","organizations_url":"https://api.github.com/users/Oletus/orgs","repos_url":"https://api.github.com/users/Oletus/repos","events_url":"https://api.github.com/users/Oletus/events{/privacy}","received_events_url":"https://api.github.com/users/Oletus/received_events","type":"User","site_admin":false},"body":"At least on ANGLE-based WebGL implementations, fragment color is\r\nalways 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