View Full Version : GLSL 1.2 storage qualifiers

06-16-2012, 06:22 AM
In GLSL 3.30, I used "smooth" for perspective-correct interpolation of output from the vertex shader. I used "flat" for flat shading (and used glProvokingVertex to determine which vertex's output was used for any given primitive).

In GLSL 1.2, "varying" seems to mean to same thing as "smooth", but what do I use for "flat"?

Ilian Dinev
06-16-2012, 06:36 PM
There's no explicit "flat" in GLSL1.2, but you can make the gl_Color fragment-shader varying input (gotten from gl_FrontColor VS output) be flat by enabling flat-shading, afaik.