Querying fragment data names

Is there a way to query how many output variables there are in a fragment shader, and what their names are, in OpenGL 3.2? I see methods for querying and binding the data locations of the output variables by name, but haven’t found any way of actually getting the names from the shader. Is this possible to do, or is it expected that the developer just knows what the outputs are named?

We allow users to define their own shaders, so short of parsing the fragment shader, we’d have no way of knowing what their outputs are.

Unfortunately, the ARB kinda forgot about adding that function. So you’re out of luck.

Ok :slight_smile: Parsing it is!

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