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Shader Programming Keywords
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attribute
Specifies input variables for vertex shaders from buffers.
uniform
Declares global variables that can be changed at most once per draw call.
varying
Used for passing data from vertex shaders to fragment shaders smoothly interpolated.
vec2
A 2-component floating-point vector.
vec3
A 3-component floating-point vector.
vec4
A 4-component floating-point vector.
mat4
A 4x4 floating-point matrix.
void
Indicator of a function that does not return a value.
sampler2D
Represents a 2D texture for texture sampling in shaders.
gl_FragColor
Output variable representing the color of a pixel in fragment shaders.
gl_Position
Output variable from the vertex shader that sets the position of the vertex.
in
Qualifies an input variable to a shader stage from the previous stage.
out
Qualifies an output variable from a shader stage to the next stage.
discard
Terminates the current fragment processing, effectively not drawing the fragment.
gl_FragCoord
Built-in input variable containing the window-relative coordinates of the current fragment.
precision
Defines the precision level for floating-point variables.
layout
Defines how data will be organized and accessed in shader storages like uniform blocks or buffer objects.
smooth
Interpolation qualifier for varying variables, resulting in smooth shading across primitives.
flat
Interpolation qualifier that specifies no interpolation across a primitive.
gl_ClipDistance
Output array variable from the vertex shader that sets the distance from each clip plane.
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