OpenGL extension ARB.sample_shading
This module customises the behaviour of the
OpenGL.raw.GL.ARB.sample_shading to provide a more
Overview (from the spec)
In standard multisample rendering, an implementation is allowed to
assign the same color and texture coordinate values to each sample,
which then allows the optimization where the shader is only
evaluated once and then distributed to the samples that have been
determined to be covered by the primitive currently being
rasterized. This can cause aliasing where the input color and
texture coordinates are used to generate a result that doesn't
antialias itself, for example with alpha-tested transparency.
This extension adds the ability to explicitly request that an
implementation use a minimum number of unique set of fragment
computation inputs when multisampling a pixel. Specifying such a
requirement can reduce aliasing that results from evaluating the
fragment computations too few times per pixel.
This extension adds new global state that controls the minimum
number of samples for which attribute data is independently
interpolated. When enabled, all operations that were traditionally
executed per-fragment operate independently on each sample.
This also extends the shading language to allow control over the
sample being processed. This includes built-in fragment input
variables identifying the sample number and position being processed
when executing fragment shaders per sample.
The official definition of this extension is available here:
|EXTENSION_NAME = 'GL_ARB_sample_shading'|
GL_MIN_SAMPLE_SHADING_VALUE = GL_MIN_SAMPLE_SHADING_VALUE
GL_SAMPLE_SHADING = GL_SAMPLE_SHADING
__file__ = '/home/mcfletch/pylive/OpenGL/GL/ARB/sample_shading.pyc'
__name__ = 'OpenGL.GL.ARB.sample_shading'
__package__ = 'OpenGL.GL.ARB'
glMinSampleShading = <OpenGL.platform.baseplatform.glMinSampleShading object at 0x74390d0>