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hey whats up guys my name is china welcome back to my game engine series so last time we did some frame buffer stuff to do with our mouse picking journey check out that video up there if you havent already and basically today what were going to focus on is two things i want to talk a little bit about our general kind of get strategy for hazel and for this like game engine series version of hazel because were going to start creating branches and various other things as we get into more complex features and then the other thing i want to do today is deal with our clear color because basically what we did last time um ill show you a few things actually what we did last time was inside our um fragment shader we were now able to with our new texture attachment inside our frame buffer we were able to output an integer and in this case we just arbitrarily chose to output 50 into that actual texture so that we could eventually store our entity ids for every pixel that we actually render