|
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);