Fragment Shaders
In "Modern" OpenGL |
Prof. David Bernstein
|
Computer Science Department |
bernstdh@jmu.edu |
in vec4 gl_FragCoord
:
in bool gl_frontFacing
:
TRUE
if this fragment was generated by the
front face of the primitivein vec2 gl_PointCoord
:
glGetUniformLocation()
to get a handle/name/IDglUniform____()
to initializeuniform type
identifier;
layout(location=index) out type
identifier
statement (Note: 0 is the default index if the layout()
clause is omitted.)void glBindFragDataLocation(GLuint programID, GLuint colorNumber, const char* name);
A Fragment Shader that Implements a Simple Lighting Model
A Fragment Shader that Implements a Cartoon Lighting Model