Shader/Defined Uniforms

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Revision as of 16:05, 3 May 2015 by Alfonse (talk | contribs) (Alfonse moved page Fragment Shader/Defined Uniforms to Shader/Defined Uniforms: These are not limited to fragment shaders.)
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Fragment Shaders define the following uniforms.

struct gl_DepthRangeParameters
{
    float near;
    float far;
    float diff;
};
uniform gl_DepthRangeParameters gl_DepthRange;

uniform int gl_NumSamples; //GLSL 4.20

This struct provides access to the glDepthRange near and far values. The diff value is the far value minus the near value. Do recall that OpenGL makes no requirement that far is greater than near.

gl_NumSamples is the number of samples in the current Framebuffer. If the framebuffer is not multisampled, then this value will be 1.