NAME¶
gl_Layer - contains the selected layer of a multi-layer framebuffer attachment
DECLARATION¶
// Geometry stage
out int gl_Layer ;
// Fragment stage
in int gl_Layer ;
DESCRIPTION¶
In the geometry language,
gl_Layer is used to select a specific layer (or
face and layer of cube map) in a multi-layer framebuffer attachment. The
actual layer used will come from one of the vertices in the primitive being
shaded. Which vertex the layer comes from is undefined and as such it is
recommended to write the same value to
gl_Layer for all vertices in the
primitive. If a shader statically assigns a value to
gl_Layer, layered
rendering mode is enabled. If a shader statically assigns a value to
gl_Layer, and there is an execution path through the shader that does
not set
gl_Layer, then the value of
gl_Layer is undefined for
invocations of the shader that take that path.
When used with an array of cube map textures, the
gl_Layer output
variable takes on a special value. Instead of referring to only the layer, it
is used to select a cube map face and a layer. Setting
gl_Layer to the
value layer*6+face will render to face of the cube defined in layer. The face
values are as follows:
Face Value |
Resulting Target |
0 |
GL_TEXTURE_CUBEMAP_POSITIVE_X |
1 |
GL_TEXTURE_CUBEMAP_NEGATIVE_X |
2 |
GL_TEXTURE_CUBEMAP_POSITIVE_Y |
3 |
GL_TEXTURE_CUBEMAP_NEGATIVE_Y |
4 |
GL_TEXTURE_CUBEMAP_POSITIVE_Z |
5 |
GL_TEXTURE_CUBEMAP_NEGATIVE_Z |
For example, to render to the positive y cube map face located in the 5th layer
of the cube map array,
gl_Layer should be set to 5*6+2.
The input variable
gl_Layer in the fragment language will have the same
value that was written to the output variable
gl_Layer in the geometry
language. If the geometry stage does not dynamically assign a value to
gl_Layer, the value of
gl_Layer in the fragment stage will be
undefined. If the geometry stage makes no static assignment to
gl_Layer, the input
gl_Layer in the fragment stage will be zero.
Otherwise, the fragment stage will read the same value written by the geometry
stage, even if that value is out of range. If a fragment shader contains a
static access to
gl_Layer, it will count against the implementation
defined limit for the maximum number of inputs to the fragment stage.
VERSION SUPPORT¶
|
OpenGL Shading Language Version |
|
|
|
|
|
|
|
|
|
|
|
Function Name |
1.10 |
1.20 |
1.30 |
1.40 |
1.50 |
3.30 |
4.00 |
4.10 |
4.20 |
4.30 |
4.40 |
4.50 |
gl_Layer (geometry stage) |
- |
- |
- |
- |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
gl_Layer (fragment stage) |
- |
- |
- |
- |
- |
- |
- |
- |
- |
✔ |
✔ |
✔ |
SEE ALSO¶
gl_ViewportIndex()
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/.
COPYRIGHT¶
Copyright © 2012-2014 Khronos Group