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A royalty-free, cross-platform API for full-function 2D and 3D graphics on embedded systems - including consoles, phones, appliances and vehicles.

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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.opengles;

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

Conventional OpenGL blending provides a configurable series of operations that can be used to combine the output values from a fragment shader with the * values already in the framebuffer. While these operations are suitable for basic image compositing, other compositing operations or operations that * treat fragment output as something other than a color (normals, for instance) may not be expressible without multiple passes or render-to-texture * operations.

* *

This extension provides a mechanism whereby a fragment shader may read existing framebuffer data as input. This can be used to implement compositing * operations that would have been inconvenient or impossible with fixed-function blending. It can also be used to apply a function to the framebuffer * color, by writing a shader which uses the existing framebuffer color as its only input.

* *

Requires {@link GLES20 GLES 2.0}.

*/ public final class EXTShaderFramebufferFetch { /** Accepted by the {@code pname} parameter of GetBooleanv, GetIntegerv, GetFloatv, and GetDoublev. */ public static final int GL_FRAGMENT_SHADER_DISCARDS_SAMPLES_EXT = 0x8A52; private EXTShaderFramebufferFetch() {} }




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