Geometry Shader/Defined Inputs Layered: Difference between revisions

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Layered rendering in the {{pagelink|Geometry Shader|GS}} works via two special output variables:
#REDIRECT [[Geometry Shader]]
 
<source lang="glsl">
out int gl_Layer;
out int gl_ViewportIndex; //Requires GL 4.1 or ARB_viewport_array.
</source>
 
; {{code|gl_Layer}}
: output defines which layer in the layered image the primitive goes to. Each vertex in the primitive must get the same layer index. Note that when rendering to cubemap arrays, the {{code|gl_Layer}} value represents layer-faces (the faces within a layer), not the layers of cubemaps.
; {{code|gl_ViewportIndex}}
: specifies which viewport index to use with this primitive. This requires GL 4.1 or {{extref|viewport_array}}.
 
{{note|{{extref|viewport_array}}, while technically a 4.1 feature, is widely available on 3.3 hardware, from both NVIDIA and AMD.}}

Latest revision as of 17:09, 18 December 2014

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