![]() There was also discussion that either kill should be called, or a gl_ output be written in a fragment shader. In the discussion section of GLSL 1.10 spec there is still mention that writing to gl_Position is mandatory.Ĩ2) Is it really necessary to require writing of gl_Position, gl_FragColor or gl_FragDepth?ĭISCUSSION: This can be difficult to handle error cases for when the writes are conditional. I might have to take back comment #1 though. I have attached the patch which changes the error to warning. Related discussion on khronos webgl mailing list: The following WebGL conformance tests fail when running Chromium Web Browser with Wayland( ) Mesa throws an linker error in case we dont write to a gl_position. ![]() Its value is undefined after the vertex processing stage if the vertex shader executable does not write gl_Position."įailing to write to a gl_position is not an error and atleast the linking of shaders should pass. This value will be used by primitive assembly, clipping, culling, and other fixed functionality operations, if present, that operate on primitives after vertex processing has occurred. It can be written at any time during shader execution. ![]() "The variable gl_Position is intended for writing the homogeneous vertex position.
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