oiv_include <Inventor/oivShaderStages.h> More...
Go to the source code of this file.
Functions | |
float | OivFogFragCoord () |
void | OivInitVertexData () |
void | OivSetFrontColor (in vec4 color) |
void | OivSetBackColor (in vec4 color) |
void | OivSetTexCoord (in int unit, in vec4 coord) |
void | OivSetFogFragCoord (in float coord) |
oiv_include <Inventor/oivShaderStages.h>
This file contains fonction to acces built-in GLSL varyings
Definition in file oivShaderVariables.h.
float OivFogFragCoord | ( | ) |
IN.
Get the fog frag coord of the input vertex or fragment. Available in:
void OivInitVertexData | ( | ) |
OUT.
Some GPU require vertex data to be initialized even if you don't use them. If you encounter message error such as: "The fragment shader uses varying _I;OIV_VERTEX_DATA;xxx, but previous shader does not write to it.", you should call this method at the beginning of your vertex shader main.
void OivSetBackColor | ( | in vec4 | color | ) |
Set the back color of the output vertex for the next shader stage.
Available in:
void OivSetFogFragCoord | ( | in float | coord | ) |
Set the fog frag coord of the output vertex for the next shader stage.
Available in:
void OivSetFrontColor | ( | in vec4 | color | ) |
Set the front color of the output vertex for the next shader stage.
Available in:
void OivSetTexCoord | ( | in int | unit, | |
in vec4 | coord | |||
) |
Set the texture coordinates of the output vertex for the next shader stage.
Available in: