table of contents
GL_FRONTFACING(3G) | [FIXME: manual] | GL_FRONTFACING(3G) |
NAME¶
gl_FrontFacing - indicates whether a primitive is front or back facing
DECLARATION¶
in bool gl_FrontFacing ;.SH "DESCRIPTION"
Available only in the fragment language, gl_FrontFacing is an input variable whose value is true if the fragment belongs to a front-facing primitive and false otherwise. The determination of whether a triangle primitive is front-facing is made by examining the sign of the area of the triangle, including a possible reversal of this sign as controlled by glFrontFace. One way to compute this area is:
a=12 ∑ j=0 n-1 x w i y w i+1 - x w i+1 y w i
where x w i and y w i are the x and y window coordinates of the ith vertex of the n-vertex polygon.
The sign of this computation is negated when the value of GL_CLIP_ORIGIN (the clip volume origin, set with glClipControl()) is GL_UPPER_LEFT.
VERSION SUPPORT¶
OpenGL Shading Language Version | ||||||||||||
Variable Name | 1.10 | 1.20 | 1.30 | 1.40 | 1.50 | 3.30 | 4.00 | 4.10 | 4.20 | 4.30 | 4.40 | 4.50 |
gl_FrontFacing | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ |
SEE ALSO¶
gl_FragCoord(), glClipControl()
COPYRIGHT¶
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. http://opencontent.org/openpub/.
COPYRIGHT¶
Copyright © 2011-2014 Khronos Group
04/12/2021 | [FIXME: source] |