Signature
Description
In the vertex, tessellation evaluation and geometry languages, a single
global instance of the
gl_PerVertex
named block is available and
its
gl_PointSize
member is an output that receives the
intended size of the point to be rasterized, in pixels. It may be written at any time
during shader execution. If
GL_PROGRAM_POINT_SIZE
is enabled,
gl_PointSize
is used to determine the size of rasterized
points, otherwise it is ignored by the rasterization stage.
In the tessellation control language, the
gl_PerVertex
named block
is used to construct an array,
gl_out[]
, whose members become
available as inputs to the subsequent tessellation evaluation shader.
The value of
gl_PointSize
(or the
gl_PointSize
member of the
gl_out[]
array, in the case of the tessellation control shader)
is undefined after the vertex, tessellation control, and tessellation evaluation
shading stages if the corresponding shader executable does
not write to gl_PointSize. It is also undefined after the geometry processing stage if the geometry shader executable calls
EmitVertex
without having
written
gl_PointSize
since the last call to
EmitVertex
(or hasn't written it at all).
In the tessellation control, tessellation evaluation and geometry languages,
the
gl_PerVertex
named block is used to construct an array,
gl_in[]
of per-vertex or per-control point inputs whose content represents the corresponding
outputs written by the previous stage.
Version Support
gl_PointSize (vertex shader) | |
gl_PointSize (geometry shader) | |
gl_PointSize (tessellation evaluation shader) |
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/
.