Inventor/oivShaderVariables.h File Reference

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Functions

vec4 OivFragmentColor ()
vec4 OivFragmentSecondaryColor ()
vec4 OivFragmentTexCoord (in int unit)
float OivFogFragCoord ()
vec4 OivFrontColor (in int index)
vec4 OivBackColor (in int index)
vec4 OivFrontSecondaryColor (in int index)
vec4 OivBackSecondaryColor (in int index)
vec4 OivTexCoord (in int index, in int unit)
float OivFogFragCoord (in int index)
void OivInitVertexData ()
void OivSetFrontColor (in vec4 color)
void OivSetBackColor (in vec4 color)
void OivSetFrontSecondaryColor (in vec4 color)
void OivSetBackSecondaryColor (in vec4 color)
void OivSetTexCoord (in int unit, in vec4 coord)
void OivSetFogFragCoord (in float coord)
void OivFragmentOutput (in int bufferIndex, in vec4 outputValue)
void OivFragmentOutput (in vec4 outputValue)
void OivSetupVertex (in int inIndex)
void OivSetupVertex ()

Function Documentation

vec4 OivBackColor ( in int  index  ) 

Get the back color of the input vertex or fragment at index.

Available in: Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy value is gl_in[index].gl_BackColor

vec4 OivBackSecondaryColor ( in int  index  ) 

Get the back secondary color of the input vertex or fragment at index.

Available in: Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy value is gl_in[index].gl_BackSecondaryColor

float OivFogFragCoord ( in int  index  ) 

Get the fog frag coord of the input vertex at index.

Available in: Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy value is gl_in[index].gl_FogFragCoord

float OivFogFragCoord (  ) 

Get the fog frag coord of the input vertex or fragment.

Available in: Vertex Shader Fragment Shader The equivalent legacy values are: Vertex Shader: gl_FogCoord Fragment Shader: gl_FogFragCoord

vec4 OivFragmentColor (  ) 

IN.

Get the interpolated color for this fragment (as defined by OivSetFrontColor and OivSetBackColor in previous stages). Available in: Fragment Shader The equivalent legacy value is gl_Color

void OivFragmentOutput ( in vec4  outputValue  ) 

Set the output value of the current fragment.

This is a convenient function that calls OivFragmentOutput(0, outputValue) Available in: Fragment Shader The equivalent legacy call is: gl_FragColor = outputValue;

void OivFragmentOutput ( in int  bufferIndex,
in vec4  outputValue 
)

Set the output value of the current fragment in the buffer specified by bufferIndex.

Available in: Fragment Shader The equivalent legacy call is: gl_FragData[bufferIndex] = outputValue;

vec4 OivFragmentSecondaryColor (  ) 

Get the interpolated secondary color for this fragment (as defined by OivSetFrontSecondaryColor and OivSetBackSecondaryColor in previous stages).

Available in: Fragment Shader The equivalent legacy value is gl_SecondaryColor

vec4 OivFragmentTexCoord ( in int  unit  ) 

Get the interpolated texture coordinates for this fragment.

Available in: Fragment Shader The equivalent legacy value is gl_TexCoord[unit]

vec4 OivFrontColor ( in int  index  ) 

Get the front color of the input vertex or fragment at index.

Available in: Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy value is gl_in[index].gl_FrontColor

vec4 OivFrontSecondaryColor ( in int  index  ) 

Get the front secondary color of the input vertex or fragment at index.

Available in: Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy value is gl_in[index].gl_FrontSecondaryColor

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: Vertex Shader Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy calls are: Vertex/Tessellation Evaluation/Geometry Shaders: gl_BackColor = color; Tessellation Control Shader: gl_out[gl_InvocationID].gl_BackColor = color;

void OivSetBackSecondaryColor ( in vec4  color  ) 

Set the back secondary color of the output vertex for the next shader stage.

Available in: Vertex Shader Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy calls are: Vertex/Tessellation Evaluation/Geometry Shaders: gl_BackSecondaryColor = color; Tessellation Control Shader: gl_out[gl_InvocationID].gl_BackSecondaryColor = color;

void OivSetFogFragCoord ( in float  coord  ) 

Set the fog frag coord of the output vertex for the next shader stage.

Available in: Vertex Shader Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy calls are: Vertex/Tessellation Evaluation/Geometry Shaders: gl_FogFragCoord = coord; Tessellation Control Shader: gl_out[gl_InvocationID].gl_FogFragCoord = coord;

void OivSetFrontColor ( in vec4  color  ) 

Set the front color of the output vertex for the next shader stage.

Available in: Vertex Shader Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy calls are: Vertex/Tessellation Evaluation/Geometry Shaders: gl_FrontColor = color; Tessellation Control Shader: gl_out[gl_InvocationID].gl_FrontColor = color;

void OivSetFrontSecondaryColor ( in vec4  color  ) 

Set the front secondary color of the output vertex for the next shader stage.

Available in: Vertex Shader Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy calls are: Vertex/Tessellation Evaluation/Geometry Shaders: gl_FrontSecondaryColor = color; Tessellation Control Shader: gl_out[gl_InvocationID].gl_FrontSecondaryColor = color;

void OivSetTexCoord ( in int  unit,
in vec4  coord 
)

Set the texture coordinates of the output vertex for the next shader stage.

Available in: Vertex Shader Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy calls are: Vertex/Tessellation Evaluation/Geometry Shaders: gl_TexCoord[unit] = coord; Tessellation Control Shader: gl_out[gl_InvocationID].gl_TexCoord[unit] = coord;

void OivSetupVertex (  ) 

Copy variables from the input vertex to the output vertex.

Available in: Vertex Shader The equivalent legacy calls are: gl_FrontColor = gl_Color; gl_BackColor = gl_Color; gl_TexCoord[0] = gl_MultiTexCoord0; gl_TexCoord[1] = gl_MultiTexCoord1; gl_TexCoord[2] = gl_MultiTexCoord2; gl_TexCoord[3] = gl_MultiTexCoord3; gl_FogFragCoord = gl_FogCoord;

void OivSetupVertex ( in int  inIndex  ) 

PASSTHROUGH HELPERS.

Copy variables from the input vertex at inIndex to the output vertex. Available in: Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy calls are: Tessellation Evaluation/Geometry Shaders: gl_FrontColor = gl_in[inIndex].gl_FrontColor; gl_BackColor = gl_in[inIndex].gl_BackColor; gl_FrontSecondaryColor = gl_in[inIndex].gl_FrontSecondaryColor; gl_BackSecondaryColor = gl_in[inIndex].gl_BackSecondaryColor; gl_TexCoord = gl_in[inIndex].gl_TexCoord; gl_FogFragCoord = gl_in[inIndex].gl_FogFragCoord; Tessellation Control Shaders: gl_out[gl_InvocationID].gl_FrontColor = gl_in[inIndex].gl_FrontColor; gl_out[gl_InvocationID].gl_BackColor = gl_in[inIndex].gl_BackColor; gl_out[gl_InvocationID].gl_FrontSecondaryColor = gl_in[inIndex].gl_FrontSecondaryColor; gl_out[gl_InvocationID].gl_BackSecondaryColor = gl_in[inIndex].gl_BackSecondaryColor; gl_out[gl_InvocationID].gl_TexCoord = gl_in[inIndex].gl_TexCoord; gl_out[gl_InvocationID].gl_FogFragCoord = gl_in[inIndex].gl_FogFragCoord;

vec4 OivTexCoord ( in int  index,
in int  unit 
)

Get the texture coordinates of the input vertex at index.

Available in: Tessellation Control Shader Tessellation Evaluation Shader Geometry Shader The equivalent legacy value is gl_in[index].gl_TexCoord[unit]


Open Inventor Toolkit reference manual, generated on 28 Oct 2019
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