March 2013
Intermediate to advanced
984 pages
26h 18m
English
The output of the geometry shader is fed into the primitive setup engine, rasterizer, and eventually into the fragment shader. In general, the output of the geometry shader is equivalent to the output of the vertex shader if no geometry shader is present. As many of the same outputs exist in the geometry shader as exist in the vertex shader. The same gl_PerVertex interface block specification is used for per-vertex outputs in the geometry shader. The definition of this block is given in Example 10.4.
Example 10.4. Implicit Declaration of Geometry Shader Outputs
out gl_PerVertex{ vec4 gl_Position; float gl_PointSize; float gl_ClipDistance[];};
Note that although the same gl_PerVertex ...