Signature
glBindFragDataLocation(
GLuint (
program
)
,
GLuint (
colorNumber
)
,
const char * (
name
)
)-> void
Parameters
Description
glBindFragDataLocation
explicitly specifies the binding of the user-defined varying out variable
name
to fragment shader color number
colorNumber
for program
program
. If
name
was bound previously, its assigned binding is replaced
with
colorNumber
.
name
must be a null-terminated string.
colorNumber
must be less than
GL_MAX_DRAW_BUFFERS
.
The bindings specified by
glBindFragDataLocation
have no effect until
program
is next linked. Bindings may be specified at any time after
program
has been created. Specifically,
they may be specified before shader objects are attached to the program. Therefore, any name may be specified in
name
,
including a name that is never used as a varying out variable in any fragment shader object. Names beginning with
gl_
are
reserved by the GL.
In addition to the errors generated by
glBindFragDataLocation
, the
program
program
will fail to link if:
The number of active outputs is greater than the value
GL_MAX_DRAW_BUFFERS
.
More than one varying out variable is bound to the same color number.
Notes
Varying out varyings may have indexed locations assigned explicitly in the shader text using a
location
layout qualifier. If a shader statically assigns a location to a varying out variable in the shader text,
that location is used and any location assigned with
glBindFragDataLocation
is ignored.
Errors
GL_INVALID_OPERATION
is generated if
program
is not the name of a program object.
Associated Gets
glGetFragDataLocation
with a valid program object
and the name of a user-defined varying out variable
Version Support
glBindFragDataLocation |
See Also
Copyright
Copyright
2010-2014 Khronos Group.
This material may be distributed subject to the terms and conditions set forth in
the Open Publication License, v 1.0, 8 June 1999.
http://opencontent.org/openpub/
.