File: gl_PointSize.xhtml

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE html><html xmlns="http://www.w3.org/1999/xhtml">
  <head>
    <title>gl_PointSize - OpenGL 4 Reference Pages</title>
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  <body>
    <header/>
    <div class="refentry" id="gl_PointSize">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>gl_PointSize — contains size of rasterized points, in pixels</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>Declaration</h2>
        <p>
            <code class="varname">gl_PointSize</code> is a member of the
            <code class="varname">gl_PerVertex</code> named block:
</p>
        <pre class="programlisting">    out gl_PerVertex {
        vec4 gl_Position;
        float gl_PointSize;
        float gl_ClipDistance[];
    };</pre>
        <p>
        </p>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            In the vertex, tessellation evaluation and geometry languages, a single
            global instance of the <code class="varname">gl_PerVertex</code> named block is available and
            its <code class="varname">gl_PointSize</code> member is an output that receives the
            intended size of the point to be rasterized, in pixels. It may be written at any time
            during shader execution. If <code class="constant">GL_PROGRAM_POINT_SIZE</code> is enabled,
            <code class="varname">gl_PointSize</code> is used to determine the size of rasterized
            points, otherwise it is ignored by the rasterization stage.
        </p>
        <p>
            In the tessellation control language, the <code class="varname">gl_PerVertex</code> named block
            is used to construct an array, <code class="varname">gl_out[]</code>, whose members become
            available as inputs to the subsequent tessellation evaluation shader.
        </p>
        <p>
            The value of <code class="varname">gl_PointSize</code> (or the <code class="varname">gl_PointSize</code> member of the <code class="varname">gl_out[]</code>
            array, in the case of the tessellation control shader)
            is undefined after the vertex, tessellation control, and tessellation evaluation
            shading stages if the corresponding shader executable does
            not write to gl_PointSize. It is also undefined after the geometry processing stage if the geometry shader executable calls
            <a class="citerefentry" href="EmitVertex.xhtml"><span class="citerefentry"><span class="refentrytitle">EmitVertex</span></span></a> without having
            written <code class="varname">gl_PointSize</code> since the last call to <a class="citerefentry" href="EmitVertex.xhtml"><span class="citerefentry"><span class="refentrytitle">EmitVertex</span></span></a>
            (or hasn't written it at all).
        </p>
        <p>
            In the tessellation control, tessellation evaluation and geometry languages,
            the <code class="varname">gl_PerVertex</code> named block is used to construct an array, <code class="varname">gl_in[]</code>
            of per-vertex or per-control point inputs whose content represents the corresponding
            outputs written by the previous stage.
         </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
            <colgroup>
              <col style="text-align: left; "/>
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              <col style="text-align: center; "/>
              <col style="text-align: center; " class="lastvers"/>
            </colgroup>
            <thead>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; ">
                 
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; " colspan="12">
                <span class="bold"><strong>OpenGL Shading Language Version</strong></span>
            </th>
              </tr>
              <tr>
                <th style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>Variable Name</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>1.10</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>1.20</strong></span>
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                <span class="bold"><strong>1.30</strong></span>
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                <span class="bold"><strong>1.40</strong></span>
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                <span class="bold"><strong>1.50</strong></span>
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                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>3.30</strong></span>
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                <span class="bold"><strong>4.00</strong></span>
            </th>
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                <span class="bold"><strong>4.10</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.20</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.30</strong></span>
            </th>
                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.40</strong></span>
            </th>
                <th style="text-align: center; border-bottom: 2px solid ; ">
                <span class="bold"><strong>4.50</strong></span>
            </th>
              </tr>
            </thead>
            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">gl_PointSize (vertex shader)</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
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              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; border-bottom: 2px solid ; ">gl_PointSize (geometry shader)</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
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                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">✔</td>
                <td style="text-align: center; border-bottom: 2px solid ; ">✔</td>
              </tr>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">gl_PointSize (tessellation evaluation shader)</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
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                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">-</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; border-right: 2px solid ; ">✔</td>
                <td style="text-align: center; ">✔</td>
              </tr>
            </tbody>
          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="gl_Position.xhtml"><span class="citerefentry"><span class="refentrytitle">gl_Position</span></span></a>, <a class="citerefentry" href="gl_ClipDistance.xhtml"><span class="citerefentry"><span class="refentrytitle">gl_ClipDistance</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 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.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
      </div>
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