When a geometry shader is present, the fragment shader gl_PrimitiveID
input acts like an ordinary varying, receiving data from the gs
gl_PrimitiveID output. When there's no geometry shader, we have to
ask the fixed function SF hardware to provide the primitive ID to the
fragment shader instead.
Paul Berry stereotype...@gmail.com writes:
When a geometry shader is present, the fragment shader gl_PrimitiveID
input acts like an ordinary varying, receiving data from the gs
gl_PrimitiveID output. When there's no geometry shader, we have to
ask the fixed function SF hardware to provide