OpenGL.GL.AMD.vertex_shader_layer
OpenGL extension AMD.vertex_shader_layer
This module customises the behaviour of the
OpenGL.raw.GL.AMD.vertex_shader_layer to provide a more
Python-friendly API
Overview (from the spec)
The gl_Layer built-in shading language variable was introduced with the
ARB_geometry_shader extension and subsequently promoted to core OpenGL
in version 3.2. This variable is an output from the geometry shader stage
that allows rendering to be directed to a specific layer of an array
texture, slice of a 3D texture or face of a cube map or cube map array
attachment of the framebuffer. Thus, this extremely useful functionality is
only available if a geometry shader is present - even if the geometry shader
is not otherwise required by the application. This adds overhead to the
graphics processing pipeline, and complexity to applications. It also
precludes implementations that cannot support geometry shaders from
supporting rendering to layered framebuffer attachments.
This extension exposes the gl_Layer built-in variable in the vertex shader,
allowing rendering to be directed to layered framebuffer attachments with
only a vertex and fragment shader present. Combined with features such
as instancing, or static vertex attributes and so on, this allows a wide
variety of techniques to be implemented without the requirement for a
geometry shader to be present.
The official definition of this extension is available here:
http://www.opengl.org/registry/specs/AMD/vertex_shader_layer.txt