Computergrafik
GLSL Built-Ins
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Vordefinierte GLSL Vertex-Shader Attribut-Parameter:
Name | Purpose |
gl_Vertex | 4D vector representing the vertex position |
gl_Normal | 3D vector representing the vertex normal |
gl_Color | 4D vector representing the vertex color |
gl_MultiTexCoordX | 4D vector representing the texture coordinate of texture unit X |
usw. |
Vordefinierte GLSL Uniform-Parameter:
Name | Purpose |
gl_ModelViewMatrix | 4×4 Matrix representing the model-view matrix. |
gl_ModelViewProjectionMatrix | 4×4 Matrix representing the model-view-projection matrix. |
gl_NormalMatrix | 3×3 Matrix representing the inverse transpose model-view matrix. This matrix is used for normal transformation. |
Vordefinierte GLSL Varyings:
Name | Purpose |
gl_FrontColor | 4D vector representing the primitives front color |
gl_BackColor | 4D vector representing the primitives back color |
gl_TexCoord[X] | 4D vector representing the Xth texture coordinate |
Vordefinierte Datentypen für die Shader Ausgänge:
Name | Purpose |
gl_Position | 4D vector representing the final processed vertex position. Only available in vertex shader. |
gl_FragColor | 4D vector representing the final color which is written in the frame buffer. Only available in fragment shader. |
gl_FragDepth | float representing the depth which is written in the depth buffer. Only available in fragment shader. |
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