VISH
0.2
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An OpenGL geometry shader. More...
#include </home/werner/origo/vish/ocean/GLvish/Shader.hpp>
An OpenGL geometry shader.
http://developer.download.nvidia.com/opengl/specs/GL_EXT_geometry_shader4.txt
// varying inputs: varying in vec4 gl_FrontColorIn[gl_VerticesIn]; varying in vec4 gl_BackColorIn[gl_VerticesIn]; varying in vec4 gl_FrontSecondaryColorIn[gl_VerticesIn]; varying in vec4 gl_BackSecondaryColorIn[gl_VerticesIn]; varying in vec4 gl_TexCoordIn[gl_VerticesIn][]; // at most will be // gl_MaxTextureCoords varying in float gl_FogFragCoordIn[gl_VerticesIn]; varying in vec4 gl_PositionIn[gl_VerticesIn]; varying in float gl_PointSizeIn[gl_VerticesIn]; varying in vec4 gl_ClipVertexIn[gl_VerticesIn]; // varying outputs: varying out vec4 gl_FrontColor; varying out vec4 gl_BackColor; varying out vec4 gl_FrontSecondaryColor; varying out vec4 gl_BackSecondaryColor; varying out vec4 gl_TexCoord[]; // at most gl_MaxTextureCoords varying out float gl_FogFragCoord;
GL::render_primitives Wizt::GeometryShader::render_primitive | ( | InputType | I | ) | [static] |
Provide the render primitive type for a geometry shader's input type, which must be compatible, e.g.
for DrawArray();
GL::render_primitives Wizt::GeometryShader::render_primitive | ( | ) | [inline] |
Provide the render primitive type for this geometry shader's input type, which must be compatible, e.g.
for DrawArray();