gl_InvocationID — contains the invocation index of the current shader
in int gl_InvocationID ;
In the tessellation control language, gl_InvocationID
contains the index of the output patch vertex assigned to the shader invocation.
It is assigned an integer value in the range [0, N-1] where N is the number of output
patch vertices.
In the geometry language, gl_InvocationID identifies
the invocation number assigned to the geometry shader invocation. It is assigned
an integer value in the range [0, N-1] where N is the number of geometry shader
invocations per primitive.
| OpenGL ES Shading Language Version | ||||
|---|---|---|---|---|
| Function Name | 1.00 | 3.00 | 3.10 | 3.20 |
gl_InvocationID
|
- | - | - | ✔ |
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