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Table Of Contents

1 Introduction
1.1Acknowledgments
1.2Changes
1.2.1Changes from revision 5 of version 4.3
1.2.2Changes from revision 4 of version 4.3
1.2.3Changes from revision 3 of version 4.3
Changes
1.2.4Summary of Changes from Version 4.20
1.3Overview
1.4Error Handling
1.5Typographical Conventions
1.6Deprecation
2 Overview of OpenGL Shading
2.1Vertex Processor
2.2Tessellation Control Processor
2.3Tessellation Evaluation Processor
2.4Geometry Processor
2.5Fragment Processor
2.6Compute Processor
3 Basics
3.1Character Set
3.2Source Strings
3.3Preprocessor
3.4Comments
3.5Tokens
3.6Keywords
3.7Identifiers
3.8Definitions
3.8.1Static Use
3.8.2Uniform and Non-Uniform Control Flow
3.8.3Dynamically Uniform Expressions
4 Variables and Types
4.1Basic Types
4.1.4FloatsFloating-Point Variables
4.1.7.1Samplers
4.1.7.3Atomic Counters
4.1.8Structures
4.1.10Implicit Conversions
4.2Scoping
4.3Storage Qualifiers
4.3.1Default Storage Qualifier
4.3.2Constant Qualifier
4.3.3Constant Expressions
4.3.4Input Variables
4.3.5Uniform Variables
4.3.6Output Variables
4.3.7Buffer Variables
4.3.8Shared Variables
4.3.9Interface Blocks
4.4Layout Qualifiers
4.4.1Input Layout Qualifiers
4.4.1.1Tessellation Evaluation Inputs
4.4.1.2Geometry Shader Inputs
4.4.1.3Fragment Shader Inputs
4.4.1.4Compute Shader Inputs
4.4.2Output Layout Qualifiers
4.4.2.1Tessellation Control Outputs
4.4.2.2Geometry Outputs
4.4.2.3Fragment Outputs
4.4.3Uniform Variable Layout Qualifiers
4.4.4Subroutine Function Layout Qualifiers
4.4.5Uniform and Shader Storage Block Layout Qualifiers
4.5Interpolation Qualifiers
4.5.1Redeclaring Built-in Interpolation Variables in the Compatibility Profile
4.6Parameter Qualifiers
4.7Precision and Precision Qualifiers
4.7.1Range and Precision
4.7.2Precision Qualifiers
4.7.3Default Precision Qualifiers
4.7.4Available Precision Qualifiers
4.8Variance and the Invariant Qualifier
4.8.1The Invariant Qualifier
4.8.2Invariance of Constant Expressions
4.9The Precise Qualifier
4.10Memory Qualifiers
4.11Order of Qualification
5.4.2Vector and Matrix Constructors
5.4.3Structure Constructors
5.4.4Array Constructors
5.5Vector and Scalar Components and Length
5.6Matrix Components
5.7Structure and Array Operations
5.8Assignments
5.9Expressions
5.10Vector and Matrix Operations
5.11Out-of-Bounds Accesses
6 Statements and Structure
6.1Function Definitions
6.1.1Function Calling Conventions
6.1.2Subroutines
6.2Selection
6.3Iteration
7 Built-in Variables
7.1Built-In Language Variables
7.1.1Compatibility Profile Built-In Language Variables
7.2Compatibility Profile Vertex Shader Built-In Inputs
7.3Built-In Constants
7.3.1Compatibility Profile Built-In Constants
7.4Built-In Uniform State
7.4.1Compatibility Profile State
8 Built-in Functions
8.1Angle and Trigonometry Functions
8.2Exponential Functions
8.3Common Functions
8.4Floating-Point Pack and Unpack Functions
8.5Geometric Functions
8.6Matrix Functions
8.7Vector Relational Functions
8.8Integer Functions
8.9Texture Functions
8.9.1Texture Query Functions
8.9.2Texel Lookup Functions
8.9.3Texture Gather InstructionsFunctions
8.9.4Compatibility Profile Texture Functions
8.10Atomic-Counter Functions
8.11Atomic Memory Functions
8.12Image Functions
8.13Fragment Processing Functions
8.13.1Derivative Functions
8.14Noise Functions
8.15Geometry Shader Functions
8.16Shader Invocation Control Functions
8.17Shader Memory Control Functions
9 Shading Language Grammar for Core Profile
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GLSLangSpec.4.30.6.diff.pdf

GLSLangSpec.4.30.6.diff.pdf

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GLSL programming manual and syntax reference. OpenGL Shader language.
GLSL programming manual and syntax reference. OpenGL Shader language.

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Categories:Book Excerpts
Published by: Victor Contreras Ordoñez on Oct 30, 2013
Copyright:Attribution Non-commercial

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