gl_PrimitiveID

contains the index of the current primitive

Signature

gl_PrimitiveID( )->

Description

gl_PrimitiveID
is a tessellation control, tessellation evaluation and fragment language input variable. For the tessellation control and tessellation evaluation languages, it holds the number of primitives processed by the shader since the current set of rendering primitives was started. The first primitive processed by the drawing command is numbered zero and the primitive ID counter is incremented after every individual point, line or triangle primitive is processed. For triangles drawn in point or line mode, the primitive ID counter is incremented only once, even through multiple points or lines may actually be drawn. Restarting a primitive topology using the primitive restart index has no effect on the primitive ID counter.
In the geometry language,
gl_PrimitiveID
is an output variable that is passed to the corresponding
gl_PrimitiveID
input variable in the fragment shader. If no geomery shader is present then
gl_PrimitiveID
in the fragment language behaves identically as it would in the tessellation control and evaluation languages. If a geometry shader is present but does not write to
gl_PrimitiveID
, the value of
gl_PrimitiveID
in the fragment shader is undefined.

Version Support

gl_PrimitiveID
(Fragment and Geometry Languages)
gl_PrimitiveID
(Tessellation Control and Evaluation Languages)

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. .