This input layout qualifier can take any of the following primitive values: We do this by declaring a layout specifier in front of the in keyword. Gl_Position = gl_in.gl_Position + vec4( 0.1, 0.0, 0.0, 0.0) Īt the start of a geometry shader we need to declare the type of primitive input we're receiving from the vertex shader. Layout (line_strip, max_vertices = 2) out We're going to throw you right into the deep by showing you an example of a geometry shader: What makes the geometry shader interesting is that it is able to convert the original primitive (set of vertices) to completely different primitives, possibly generating more vertices than were initially given. The geometry shader can then transform these vertices as it sees fit before sending them to the next shader stage. A geometry shader takes as input a set of vertices that form a single primitive e.g. Geometry Shader Advanced-OpenGL/Geometry-Shaderīetween the vertex and the fragment shader there is an optional shader stage called the geometry shader.
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