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Thread: GLSL 1.2 storage qualifiers

  1. #1
    Junior Member Newbie
    Join Date
    May 2012

    GLSL 1.2 storage qualifiers

    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"?

  2. #2
    Senior Member OpenGL Pro Ilian Dinev's Avatar
    Join Date
    Jan 2008
    Watford, UK
    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.

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