Graphics Reference
In-Depth Information
gl_Position is used to output the vertex position in clip coordinates.
Its values are used by the clipping and viewport stages to perform
appropriate clipping of primitives and to convert the vertex position
from clip coordinates to screen coordinates. The value of gl_Position
is undefined if the vertex shader does not write to gl_Position .
gl_Position is a floating-point variable declared using the highp
precision qualifier.
gl_PointSize is used to write the size of the point sprite in pixels.
It is used when point sprites are rendered. The gl_PointSize
value output by a vertex shader is then clamped to the aliased
point size range supported by the OpenGL ES 3.0 implementation.
gl_PointSize is a floating-point variable declared using the highp
precision qualifier.
gl_FrontFacing is a special variable that, although not directly
written by the vertex shader, is generated based on the position values
generated by the vertex shader and primitive type being rendered.
gl_FrontFacing is a boolean variable.
Built-In Uniform State
The only built-in uniform state available inside a vertex shader is the
depth range in window coordinates. This is given by the built-in uniform
name gl_DepthRange , which is declared as a uniform of type
gl_DepthRangeParameters .
struct gl_DepthRangeParameters
{
highp float near; // near Z
highp float far; // far Z
highp float diff; // far - near
}
uniform gl_DepthRangeParameters gl_DepthRange;
Built-In Constants
The following built-in constants are also available inside the vertex
shader:
const mediump int gl_MaxVertexAttribs = 16;
const mediump int gl_MaxVertexUniformVectors = 256;
const mediump int gl_MaxVertexOutputVectors = 16;
const mediump int gl_MaxVertexTextureImageUnits = 16;
const mediump int gl_MaxCombinedTextureImageUnits = 32;
 
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