GL_SAMPLEMASKIN(3G)

✨ GL_SAMPLEMASKIN(3G) ✨

okay bestie, this is the GL_SAMPLEMASKIN(3G) page β€” the header even says [FIXME: manual], no cap. It’s giving shader-era main character energy, and we’re keeping every detail πŸ’….

🌸 NAME 🌸

gl_SampleMaskIn β€” contains the computed sample coverage mask for the current fragment. Periodt.

πŸŽ€ DECLARATION πŸŽ€

The original declaration line is literally this, weird .SH artifact and all β€” copying it exactly so nothing gets lost:

in int gl_SampleMaskIn[] ;.SH "DESCRIPTION"

πŸ’– DESCRIPTION πŸ’–

gl_SampleMaskIn is a fragment language thingy that tells you the set of samples covered by the primitive generating the fragment during multisample rasterization. It has a sample bit set if and only if the sample is considered covered for this fragment shader invocation.

Bit B of mask gl_SampleMask[M] corresponds to sample 32 * M + B. The array has ceil(s / 32) elements, where s is the maximum number of color samples supported by the implementation. slay, math πŸ’….

🌈 VERSION SUPPORT 🌈

Vibe check for the variable name gl_SampleMaskIn across OpenGL Shading Language Version columns β€” yes, every single one is here:

  • 1.10: -
  • 1.20: -
  • 1.30: -
  • 1.40: -
  • 1.50: -
  • 3.30: -
  • 4.00: βœ”
  • 4.10: βœ”
  • 4.20: βœ”
  • 4.30: βœ”
  • 4.40: βœ”
  • 4.50: βœ”

πŸ¦‹ SEE ALSO πŸ¦‹

  • gl_SampleMask()
  • gl_SampleID()
  • gl_SamplePosition()
  • gl_FragCoord()

Copyright Β© 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. http://opencontent.org/openpub/.

Copyright Β© 2011-2014 Khronos Group


made with [FIXME: source] Β· 08/09/2021 Β· GL_SAMPLEMASKIN(3G) vibes πŸ«ΆπŸ’–

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