Vertex Shader/Defined Outputs

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Vertex Shaders have the following predefined outputs.

out gl_PerVertex
{
  vec4 gl_Position;
  float gl_PointSize;
  float gl_ClipDistance[];
}

gl_PerVertex​ defines an interface block for outputs. The block is defined without an instance name, so that prefixing the names is not required.

These variables only take on the meanings below if this shader is the last active Vertex Processing stage, and if rasterization is still active (ie: GL_RASTERIZER_DISCARD​ is not enabled). The text below explains how the Vertex Post-Processing system uses the variables. These variables may not be redeclared with interpolation qualifiers.

gl_Position​
the clip-space output position of the current vertex.
gl_PointSize​
the pixel width/height of the point being rasterized. It only has a meaning when rendering point primitives.
gl_ClipDistance​
allows the shader to set the distance from the vertex to each clip plane. A positive distance means that the vertex is inside/behind the clip plane, and a negative distance means it is outside/in front of the clip plane. Each element in the array is one clip plane. In order to use this variable, the user must manually redeclare it with an explicit size.