Signature
Description
In the geometry language,
gl_Layer
is used to select a specific
layer (or face and layer of cube map) in a multi-layer framebuffer attachment. The actual
layer used will come from one of the vertices in the primitive being shaded. Which vertex
the layer comes from is undefined and as such it is recommended to write the same value
to
gl_Layer
for all vertices in the primitive. If a shader statically
assigns a value to
gl_Layer
, layered rendering mode is enabled.
If a shader statically assigns a value to
gl_Layer
, and there is an execution path through
the shader that does not set
gl_Layer
, then the value of
gl_Layer
is undefined for invocations of the shader that take that path.
When used with an array of cube map textures, the
gl_Layer
output variable
takes on a special value. Instead of referring to only the layer, it is used to select a cube map
face and a layer. Setting
gl_Layer
to the value
will render to
of the cube defined in
.
The face values are as follows:
Face Value | Resulting Target |
---|---|
0 | GL_TEXTURE_CUBEMAP_POSITIVE_X |
1 | GL_TEXTURE_CUBEMAP_NEGATIVE_X |
2 | GL_TEXTURE_CUBEMAP_POSITIVE_Y |
3 | GL_TEXTURE_CUBEMAP_NEGATIVE_Y |
4 | GL_TEXTURE_CUBEMAP_POSITIVE_Z |
5 | GL_TEXTURE_CUBEMAP_NEGATIVE_Z |
For example, to render to the positive y cube map face located in the 5
th
layer of the
cube map array,
gl_Layer
should be set to
.
The input variable
gl_Layer
in the fragment language will have the same value that was written to the
output variable
gl_Layer
in the geometry language. If the geometry stage does not dynamically assign a
value to
gl_Layer
, the value of
gl_Layer
in the fragment stage will be undefined. If the geometry stage
makes no static assignment to
gl_Layer
, the input
gl_Layer
in the fragment stage will be zero. Otherwise,
the fragment stage will read the same value written by the geometry stage, even if that value is out of
range. If a fragment shader contains a static access to
gl_Layer
, it will count against the implementation
defined limit for the maximum number of inputs to the fragment stage.
Version Support
gl_Layer (geometry stage) | |
gl_Layer (fragment stage) |
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/
.