How do you comment in GLSL?
The Starting Point
- A shader program, just like a “C” program, starts execution in main().
- The “//” construct is a comment and terminates at the end of the current line.
- Also, as with C and its derivative languages, statements are terminated with a semicolon.
- Table 15-1 shows the three basic types available in GLSL.
What is a varying variable GLSL?
GLSL also allows user defined varying variables. These must be declared in both the vertex and fragment shaders, for instance: varying float intensity; A varying variable must be written on a vertex shader, where we compute the value of the variable for each vertex.
What does same as out mean in GLSL?
They define what variables are respectively in puts and out puts for the shader. See the GLSL 4.2 reference card page 7: varying: same as out for vertex shader, same as in for fragment shader (Note: these are erroneously flipped around in the above-mentioned reference card.)
Are there any deprecated keywords in GLSL 4.2?
With the side note that the latter two are sort of deprecated: they are not present in the 4.2 core profile, only in the compatibility profile. What exactly do they do?
What are storage qualifiers in and out of GLSL?
The storage qualifiers in and out actually have a purpose that contains and supersedes that of varying and attribute. They define what variables are respectively in puts and out puts for the shader. See the GLSL 4.2 reference card page 7:
Is the vertex shader in GLSL 4.2 deprecated?
See the GLSL 4.2 reference card page 7: varying: same as out for vertex shader, same as in for fragment shader (Note: these are erroneously flipped around in the above-mentioned reference card.) With the side note that the latter two are sort of deprecated: they are not present in the 4.2 core profile, only in the compatibility profile.