VISH  0.2
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Wizt::GeometryShader Class Reference

An OpenGL geometry shader. More...

#include </home/werner/origo/vish/ocean/GLvish/Shader.hpp>

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Detailed Description

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; 

Member Function Documentation

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();


The documentation for this class was generated from the following files: