Signature
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.
http://opencontent.org/openpub/
.