<<< GLSL matrix types, cont. | Index | noperspective example >>> |
in passed in from a previous stage
out going to the next stage
const a read-only variable (one that doesn't change)
uniform does not change across vertices
inout only used in functions (it's essentially a pointer)
flat don't interpolate (colors) at all; declared in both vertex and frag shaders
smooth the default interpolation
noperspective don't use perspectively-correct interpolation
in centroid/out centroid used in multisampled buffers (interpolation)
<<< GLSL matrix types, cont. | Index | noperspective example >>> |