gl_Position

contains the position of the current vertex

Signature

gl_Position( )->

Description

In the vertex, tessellation evaluation and geometry languages, a single global instance of the
gl_PerVertex
named block is available and its
gl_Position
member is an output that receives the homogeneous vertex position. It may be written at any time during shader execution. The value written to
gl_Position
will be used by primitive assembly, clipping, culling and other fixed functionality operations, if present, that operate on primitives after vertex processing has occurred.
In the tessellation control language, the
gl_PerVertex
named block is used to construct an array,
gl_out[]
, whose
gl_Position
members hold the homogeneous control point position, which become available as inputs to the subsequent tessellation evaluation shader.
The value of
gl_Position
(or the
gl_Position
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_Position. It is also undefined after the geometry processing stage if the geometry shader executable calls EmitVertex without having written
gl_Position
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_Position
Versions 1.10 to 1.40 - vertex shader only.
Versions 1.50 to 3.30 - vertex and 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. .