gl_InvocationID

contains the invocation index of the current shader

Signature

gl_InvocationID( )->

Description

In the tessellation control language,
gl_InvocationID
contains the index of the output patch vertex assigned to the shader invocation. It is assigned an integer value in the range [0, N-1] where N is the number of output patch vertices.
In the geometry language,
gl_InvocationID
identifies the invocation number assigned to the geometry shader invocation. It is assigned an integer value in the range [0, N-1] where N is the number of geometry shader invocations per primitive.

Version Support

gl_InvocationID
[1] Versions 1.50 to 3.30 - geometry shaders only.

See Also

Copyright

Copyright
2011-2014 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. .