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/*
 * Copyright LWJGL. All rights reserved.
 * License terms: https://www.lwjgl.org/license
 * MACHINE GENERATED FILE, DO NOT EDIT
 */
package org.lwjgl.opengl;

import org.lwjgl.system.*;

/**
 * Native bindings to the ARB_sample_shading extension.
 * 
 * 

In standard multisample rendering, an implementation is allowed to assign the same color and texture coordinate values to each sample, which then allows * the optimization where the shader is only evaluated once and then distributed to the samples that have been determined to be covered by the primitive * currently being rasterized. This can cause aliasing where the input color and texture coordinates are used to generate a result that doesn't antialias * itself, for example with alpha-tested transparency.

* *

This extension adds the ability to explicitly request that an implementation use a minimum number of unique set of fragment computation inputs when * multisampling a pixel. Specifying such a requirement can reduce aliasing that results from evaluating the fragment computations too few times per pixel.

* *

This extension adds new global state that controls the minimum number of samples for which attribute data is independently interpolated. When enabled, * all operations that were traditionally executed per-fragment operate independently on each sample.

* *

This also extends the shading language to allow control over the sample being processed. This includes built-in fragment input variables identifying the * sample number and position being processed when executing fragment shaders per sample.

* *

Requires {@link GL20 OpenGL 2.0} and GLSL 1.30. Promoted to core in {@link GL30 OpenGL 3.0}.

*/ public class ARBSampleShading { static { GL.initialize(); } /** * Accepted by the {@code cap} parameter of Enable, Disable, and IsEnabled, and by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and * GetDoublev. */ public static final int GL_SAMPLE_SHADING_ARB = 0x8C36; /** Accepted by the {@code pname} parameter of GetBooleanv, GetDoublev, GetIntegerv, and GetFloatv. */ public static final int GL_MIN_SAMPLE_SHADING_VALUE_ARB = 0x8C37; protected ARBSampleShading() { throw new UnsupportedOperationException(); } // --- [ glMinSampleShadingARB ] --- /** * Sets the minimum sample shading fraction. {@code value} is clamped to [0,1] when specified. * * @param value the minimum sample shading fraction */ public static native void glMinSampleShadingARB(@NativeType("GLfloat") float value); }




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