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gl_PointSize - contains size of rasterized points, in pixels


gl_PointSize is a member of the gl_PerVertex named block:

out gl_PerVertex {
vec4 gl_Position;
float gl_PointSize;
float gl_ClipDistance[];


In the vertex, tessellation evaluation and geometry languages, a single global instance of the gl_PerVertex named block is available and its gl_PointSize member is an output that receives the intended size of the point to be rasterized, in pixels. It may be written at any time during shader execution. If GL_PROGRAM_POINT_SIZE is enabled, gl_PointSize is used to determine the size of rasterized points, otherwise it is ignored by the rasterization stage.

In the tessellation control language, the gl_PerVertex named block is used to construct an array, gl_out[], whose members become available as inputs to the subsequent tessellation evaluation shader.

The value of gl_PointSize (or the gl_PointSize member of the gl_out[] array, in the case of the tessellation control shader) is undefined after the vertex, tessellation control, and tessellation evaluation shading stages if the corresponding shader executable does not write to gl_PointSize. It is also undefined after the geometry processing stage if the geometry shader executable calls EmitVertex() without having written gl_PointSize since the last call to EmitVertex() (or hasn't written it at all).

In the tessellation control, tessellation evaluation and geometry languages, the gl_PerVertex named block is used to construct an array, gl_in[] of per-vertex or per-control point inputs whose content represents the corresponding outputs written by the previous stage.




gl_Position(), gl_ClipDistance()


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.


Copyright © 2011-2014 Khronos Group