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GLSL Essentials

You're reading from   GLSL Essentials If you're involved in graphics programming, you need to know about shaders, and this is the book to do it. A hands-on guide to the OpenGL Shading Language, it walks you through the absolute basics to advanced techniques.

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Product type Paperback
Published in Dec 2013
Publisher Packt
ISBN-13 9781849698009
Length 116 pages
Edition 1st Edition
Languages
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Author (1):
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Jacobo Rodriguez Jacobo Rodriguez
Author Profile Icon Jacobo Rodriguez
Jacobo Rodriguez
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Toc

Inputs and outputs


Besides the usual inputs and outputs (uniforms and vertex attributes), there are new elements that need to be considered.

Primitives, our main input and output element, are complex, and because of that we have to be careful and specify very well what we are doing at each time. The primitive type specified in the geometry shader must match exactly with the primitive that we are drawing (using a GL call like glDrawArrays, for instance). This means that we cannot happily write a general purpose geometry shader for everything. Also, we have to specify the primitive type and the number of vertices that will be emitted (created) statically in the shader.

For these purposes, we have the layout keyword. With it, we could define an input and an output layout. As an example, we could do something similar to the following:

layout(triangles) in;
layout(triangle_strip, max_vertices = 6) out;

Options for an input layout are as follows:

  • points

  • lines (this includes primitives drawn as GL_LINES...

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