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

Functions