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1. Introduction

This document specifies only version 4.60 of the OpenGL Shading Language (GLSL). It requires __VERSION__ to substitute 460, and requires #version to accept only 460. If #version is declared with a smaller number, the language accepted is a previous version of the shading language, which will be supported depending on the version and type of context in the API. See the normative references for details on what language versions are supported.

Previous versions of the OpenGL Shading Language, as well as the OpenGL ES Shading Language, are not strict subsets of the version specified here, particularly with respect to precision, name-hiding rules, and treatment of interface variables. See the specification corresponding to a particular language version for details specific to that version of the language.

Throughout, when generating SPIR-V for consumption by the Vulkan API (see normative references), this will be said to be targeting Vulkan.

While this specification and the OpenGL Specification are normative for OpenGL Shading Language, for SPIR-V generation it is still the SPIR-V specification and the SPIR-V client API specification that are normative for the generated SPIR-V. See the normative references for further detail.

For SPIR-V generation, the SPIR-V client API specifies the commands used to manipulate SPIR-V shaders.

Independent offline tool chains will compile GLSL down to the SPIR-V intermediate language. SPIR-V generation is not enabled with a #extension, #version, or a profile. Instead, use of GLSL for SPIR-V is determined by offline tool-chain use. See the documentation of such tools to see how to request generation of SPIR-V for its client API.

GLSL → SPIR-V compilers must be directed as to what SPIR-V Capabilities are legal at run-time and give errors for GLSL feature use outside those capabilities. This is also true for implementation-dependent limits that can be error checked by the front-end against built-in constants present in the GLSL source: the front-end can be informed of such limits, and report errors when they are exceeded.

SPIR-V features that are not controlled by a SPIR-V capability, but do have an equivalent GLSL counterpart (stages, built-in functions, types, limits, etc.) are only expected to work on OpenGL drivers that support the GLSL counterpart.

All references in this specification to the OpenGL Specification are to the Core profile of version 4.6, unless a different profile is specified.

1.1. Changes

1.1.1. Changes from GLSL 4.6 revision 7

  • Private GLSL issue #57: Clarify that imageLoad precision is determined (where applicable) only by the precision of the image argument.

  • Public GLSL issue #164: Clarify the precision expected from mod.

  • Public GLSL issue #8: Clarify when compute-shader variables may be accessed.

  • Public GLSL issue #13: Clarify bit-width requirements for location aliasing.

  • Public GLSL issue #161: Fix incorrect layout qualifier example.

  • Private GLSL issue #30: Clarify that struct members' precision is always fixed as part of the struct type declaration.

  • Private GLSL issue #49: Clarify support for unary +.

  • Private GLSL issue #43: Clarify precisions of constructors.

  • Private GLSL issue #53: Clarify which qualifiers are allowed on Interface Blocks.

  • Private GLSL issue #31: Removed incorrect example of 'invariant' applied to 'in' variable.

  • Fix public GLSL issue #83: It is only opaque-type variables that are required to keep their memory qualifiers (e.g., readonly) when passed to a user-defined function.

  • Clarify error conditions when declaring atomic counters.

  • Subnormal values might be flushed to 0.0 by intBitsToFloat().

  • Clarified that 'precise' cannot qualify structure definitions.

  • Private Bugzilla #15755: Clarify storage size of precision qualified interface block members in application visible memory.

1.1.2. Changes from GLSL 4.6 revision 6

  • Incorporated the GL_KHR_vulkan_glsl specification.

  • Add note in the introduction about presence in drivers of SPIR-V features, as they relate to GLSL features.

  • Clarify it is same location that triggers default-uniform block matching rules. See Uniform Variable Layout Qualifiers.

1.1.3. Changes from GLSL 4.6 revision 5

  • Private GLSL issue #34: Clarify/consolidate implicit conversion rules from int → uint to be the same as explicit construction.

  • Private GLSL issue #24: Clarify that barrier() by itself is enough to synchronize both control flow and memory accesses to shared variables and tessellation control output variables. For other memory accesses an additional memory barrier is still required.

  • Normatively reference IEEE-754 for definitions of floating-point formats.

  • Private GLSL issue 36: refract function on double types requires eta argument to have type double.

  • Clarify restrictions on input variables in tessellation and geometry stages.

  • Private GLSL issue 15: Clarify the ordering of bindings for arrays of arrays.

  • Private GLSL issue 14: Uniform variables need only match at link time if they are statically used.

  • For precise computations, the controlling expressions for control flow and ternary operators (?:) are not included.

1.1.4. Changes from GLSL 4.6 revision 4

  • Private bug 13012: Clarified that builtin uniform variables might only be available in the fragment stage.

  • Private bug 13837: Ternary and sequence operators may operate on void types.

  • Clarified that errors arising from preprocessing must be returned at compile time.

  • Clarified that access to any part of a variable constitutes a static use.

  • Private GLSL issue 19: A statement is required following any label at the end of a switch.

  • Private GLSL issue 26: noise is not valid when compiling for SPIR-V.

  • Private GLSL issue 20: length() expressions returning a constant value may not contain side effects.

  • Public OpenGL-API issue 7: Variables can be declared as both readonly and writeonly.

  • Private GLSL issue 16: Use of constant expressions within #line directives is undefined.

  • Corrected return type of imageAtomicExchange on float images.

  • Private GLSL issue 32: Remove length() method contradiction: Non runtime-sized arrays only support length() on explicitly sized arrays.

  • Private GLSL issue 21: Clarified the l-value restriction on interpolateAt.

  • Private OpenGL-API issue 53: Clarified bit-width requirements for location aliasing.

  • Public GLSL issue 15: gl_in can be redeclared using unsized-array syntax.

  • Clarification of the formats needed for DEPTH_COMPONENT and STENCIL_COMPONENT for depth/stencil textures.

  • Added image formats to the layout-qualifier table in the Layout Qualifiers section.

1.1.5. Changes from GLSL 4.6 revision 3

  • Private GLSL issue 13: Fix misspelling of allInvocationsEqual(). (The one in the table was incorrectly listed as anyInvocationsEqual(), other spellings were correct.)

1.1.6. Summary of Changes from Revision 7 of GLSL Version 4.50

  • Incorporated the GL_ARB_shader_atomic_counter_ops extension.

  • Incorporated the GL_ARB_shader_draw_parameters extension.

  • Incorporated the GL_ARB_shader_group_vote extension.

  • Incorporated the GL_ARB_gl_spirv extension.

  • Private Bug 16070: Allow extra semi-colons at global scope.

  • Private GLSL Issue 5: Be explicit that “fail to link” is really “compile-time or link-time error”, for some forms of error.

  • Private GLSL Issue 7: Change gl_MaxComputeUniformComponents to 1024.

  • Private OpenGL API Issue 35: Require location on transparent individual uniform variables for SPIR-V.

  • Private GLSL Issue 8: Be more clear an interpolateAt() interpolant can be a structure member.

  • Private GLSL Issue 9: Specify how xfb_buffer interacts with a block array: the capturing buffer increments for each block array element.

1.2. Overview

This document describes The OpenGL Shading Language, version 4.60.

Independent compilation units written in this language are called shaders. A program is a set of shaders that are compiled and linked together, completely creating one or more of the programmable stages of the API pipeline. All the shaders for a single programmable stage must be within the same program. A complete set of programmable stages can be put into a single program or the stages can be partitioned across multiple programs. The aim of this document is to thoroughly specify the programming language. The normative references will specify the API entry points used to manipulate and communicate with programs and shaders.

1.3. Error Handling

Compilers, in general, accept programs that are ill-formed, due to the impossibility of detecting all ill-formed programs. Portability is only ensured for well-formed programs, which this specification describes. Compilers are encouraged to detect ill-formed programs and issue diagnostic messages, but are not required to do so for all cases. Compile-time errors must be returned for lexically or grammatically incorrect shaders. Other errors are reported at compile time or link time as indicated. Code that is “dead” must still be error checked. For example:

if (false)     // changing false to true cannot uncover additional errors
    statement; // statement must be error checked regardless

1.4. Typographical Conventions

Italic, bold, and font choices have been used in this specification primarily to improve readability. Code fragments use a fixed width font. Identifiers embedded in text are italicized. Keywords embedded in text are bold. Operators are called by their name, followed by their symbol in bold in parentheses. The clarifying grammar fragments in the text use bold for literals and italics for non-terminals. The official grammar in “Shading Language Grammar” uses all capitals for terminals and lower case for non-terminals.

1.5. Deprecation

The OpenGL Shading Language has deprecated some features. These are clearly called out in this specification as “deprecated”. They are still present in this version of the language, but are targeted for potential removal in a future version of the shading language. The OpenGL API has a forward compatibility mode that will disallow use of deprecated features. If compiling in a mode where use of deprecated features is disallowed, their use causes compile-time or link-time errors. See the OpenGL Specification for details on what causes deprecated language features to be accepted or to return an error.

2. Overview of Shading

The OpenGL Shading Language is actually several closely related languages. These languages are used to create shaders for each of the programmable processors contained in the API’s processing pipeline. Currently, these processors are the vertex, tessellation control, tessellation evaluation, geometry, fragment, and compute processors.

Unless otherwise noted in this paper, a language feature applies to all languages, and common usage will refer to these languages as a single language. The specific languages will be referred to by the name of the processor they target: vertex, tessellation control, tessellation evaluation, geometry, fragment, or compute.

Most API state is not tracked or made available to shaders. Typically, user-defined variables will be used for communicating between different stages of the API pipeline. However, a small amount of state is still tracked and automatically made available to shaders, and there are a few built-in variables for interfaces between different stages of the API pipeline.

2.1. Vertex Processor

The vertex processor is a programmable unit that operates on incoming vertices and their associated data. Compilation units written in the OpenGL Shading Language to run on this processor are called vertex shaders. When a set of vertex shaders are successfully compiled and linked, they result in a vertex shader executable that runs on the vertex processor.

The vertex processor operates on one vertex at a time. It does not replace graphics operations that require knowledge of several vertices at a time.

2.2. Tessellation Control Processor

The tessellation control processor is a programmable unit that operates on a patch of incoming vertices and their associated data, emitting a new output patch. Compilation units written in the OpenGL Shading Language to run on this processor are called tessellation control shaders. When a set of tessellation control shaders are successfully compiled and linked, they result in a tessellation control shader executable that runs on the tessellation control processor.

The tessellation control shader is invoked for each vertex of the output patch. Each invocation can read the attributes of any vertex in the input or output patches, but can only write per-vertex attributes for the corresponding output patch vertex. The shader invocations collectively produce a set of per-patch attributes for the output patch.

After all tessellation control shader invocations have completed, the output vertices and per-patch attributes are assembled to form a patch to be used by subsequent pipeline stages.

Tessellation control shader invocations run mostly independently, with undefined relative execution order. However, the built-in function barrier() can be used to control execution order by synchronizing invocations, effectively dividing tessellation control shader execution into a set of phases. Tessellation control shaders will get undefined results if one invocation reads from a per-vertex or per-patch attribute written by another invocation at any point during the same phase, or if two invocations attempt to write different values to the same per-patch output 32-bit component in a single phase.

2.3. Tessellation Evaluation Processor

The tessellation evaluation processor is a programmable unit that evaluates the position and other attributes of a vertex generated by the tessellation primitive generator, using a patch of incoming vertices and their associated data. Compilation units written in the OpenGL Shading Language to run on this processor are called tessellation evaluation shaders. When a set of tessellation evaluation shaders are successfully compiled and linked, they result in a tessellation evaluation shader executable that runs on the tessellation evaluation processor.

Each invocation of the tessellation evaluation executable computes the position and attributes of a single vertex generated by the tessellation primitive generator. The executable can read the attributes of any vertex in the input patch, plus the tessellation coordinate, which is the relative location of the vertex in the primitive being tessellated. The executable writes the position and other attributes of the vertex.

2.4. Geometry Processor

The geometry processor is a programmable unit that operates on data for incoming vertices for a primitive assembled after vertex processing and outputs a sequence of vertices forming output primitives. Compilation units written in the OpenGL Shading Language to run on this processor are called geometry shaders. When a set of geometry shaders are successfully compiled and linked, they result in a geometry shader executable that runs on the geometry processor.

A single invocation of the geometry shader executable on the geometry processor will operate on a declared input primitive with a fixed number of vertices. This single invocation can emit a variable number of vertices that are assembled into primitives of a declared output primitive type and passed to subsequent pipeline stages.

2.5. Fragment Processor

The fragment processor is a programmable unit that operates on fragment values and their associated data. Compilation units written in the OpenGL Shading Language to run on this processor are called fragment shaders. When a set of fragment shaders are successfully compiled and linked, they result in a fragment shader executable that runs on the fragment processor.

A fragment shader cannot change a fragment’s (x, y) position. Access to neighboring fragments is not allowed. The values computed by the fragment shader are ultimately used to update framebuffer memory or texture memory, depending on the current API state and the API command that caused the fragments to be generated.

2.6. Compute Processor

The compute processor is a programmable unit that operates independently from the other shader processors. Compilation units written in the OpenGL Shading Language to run on this processor are called compute shaders. When a set of compute shaders are successfully compiled and linked, they result in a compute shader executable that runs on the compute processor.

A compute shader has access to many of the same resources as fragment and other shader processors, such as textures, buffers, image variables, and atomic counters. It does not have fixed-function outputs. It is not part of the graphics pipeline and its visible side effects are through changes to images, storage buffers, and atomic counters.

A compute shader operates on a group of work items called a workgroup. A workgroup is a collection of shader invocations that execute the same code, potentially in parallel. An invocation within a workgroup may share data with other members of the same workgroup through shared variables and issue memory and control flow barriers to synchronize with other members of the same workgroup.

3. Basics

3.1. Character Set and Phases of Compilation

The source character set used for the OpenGL Shading Language is Unicode in the UTF-8 encoding scheme.

After preprocessing, only the following characters are allowed in the resulting stream of GLSL tokens:

  • The letters a-z, A-Z, and the underscore (_).

  • The numbers 0-9.

  • The symbols period (.), plus (+), dash (-), slash (/), asterisk (*), percent (%), angled brackets (< and >), square brackets ([ and ]), parentheses (( and )), braces ({ and }), caret (^), vertical bar (|), ampersand (&), tilde (~), equals (=), exclamation point (!), colon (:), semicolon (;), comma (,), and question mark (?).

A compile-time error will be given if any other character is used in a GLSL token.

There are no digraphs or trigraphs. There are no escape sequences or other uses of the backslash beyond use as the line-continuation character.

Lines are relevant for compiler diagnostic messages and the preprocessor. They are terminated by carriage-return or line-feed. If both are used together, it will count as only a single line termination. For the remainder of this document, any of these combinations is simply referred to as a new-line. Lines may be of arbitrary length.

In general, the language’s use of this character set is case sensitive.

There are no character or string data types, so no quoting characters are included.

There is no end-of-file character.

More formally, compilation happens as if the following logical phases were executed in order:

  1. Source strings are concatenated to form a single input. All provided new-lines are retained.

  2. Line numbering is noted, based on all present new-lines, and does not change when new-lines are later eliminated.

  3. Wherever a backslash ('\') occurs immediately before a new-line, both are eliminated. (Note no white space is substituted, allowing a single token to span a new-line.) Any newly formed backslash followed by a new-line is not eliminated; only those pairs originally occurring after phase 1 are eliminated.

  4. All comments are replaced with a single space. (Note that '//' style comments end before their terminating new-lines and white space is generally relevant to preprocessing.)

  5. Preprocessing is done, resulting in a sequence of GLSL tokens, formed from the character set stated above.

  6. GLSL processing is done on the sequence of GLSL tokens.

Details that fully define source strings, comments, line numbering, new-line elimination, and preprocessing are all discussed in upcoming sections. Sections beyond those describe GLSL processing.

3.2. Source Strings

The source for a single shader is an array of strings of characters from the character set. A single shader is made from the concatenation of these strings. Each string can contain multiple lines, separated by new-lines. No new-lines need be present in a string; a single line can be formed from multiple strings. No new-lines or other characters are inserted by the implementation when it concatenates the strings to form a single shader. Multiple shaders can be linked together to form a single program.

Diagnostic messages returned from compiling a shader must identify both the line number within a string and which source string the message applies to. Source strings are counted sequentially with the first string being string 0. Line numbers are one more than the number of new-lines that have been processed, including counting the new-lines that will be removed by the line-continuation character (\).

Lines separated by the line-continuation character preceding a new-line are concatenated together before either comment processing or preprocessing. This means that no white space is substituted for the line-continuation character. That is, a single token could be formed by the concatenation by taking the characters at the end of one line concatenating them with the characters at the beginning of the next line.

float f\
oo;
// forms a single line equivalent to "float foo;"
// (assuming '\' is the last character before the new-line and "oo" are
// the first two characters of the next line)

3.3. Preprocessor

There is a preprocessor that processes the source strings as part of the compilation process. Except as noted below, it behaves as the C++ standard preprocessor (see “Normative References”).

The complete list of preprocessor directives is as follows.

#
#define
#undef

#if
#ifdef
#ifndef
#else
#elif
#endif

#error
#pragma

#extension
#version

#line

The following operators are also available:

defined
##

Each number sign (#) can be preceded in its line only by spaces or horizontal tabs. It may also be followed by spaces and horizontal tabs, preceding the directive. Each directive is terminated by a new-line. Preprocessing does not change the number or relative location of new-lines in a source string. Preprocessing takes places after new-lines have been removed by the line-continuation character.

The number sign (#) on a line by itself is ignored. Any directive not listed above will cause a compile-time error.

#define and #undef functionality are defined as is standard for C++ preprocessors for macro definitions both with and without macro parameters.

The following predefined macros are available:

__LINE__
__FILE__
__VERSION__

__LINE__ will substitute a decimal integer constant that is one more than the number of preceding new-lines in the current source string.

__FILE__ will substitute a decimal integer constant that says which source string number is currently being processed.

__VERSION__ will substitute a decimal integer reflecting the version number of the OpenGL Shading Language. The version of the shading language described in this document will have __VERSION__ substitute the decimal integer 460.

By convention, all macro names containing two consecutive underscores (__) are reserved for use by underlying software layers. Defining or undefining such a name in a shader does not itself result in an error, but may result in unintended behaviors that stem from having multiple definitions of the same name. All macro names prefixed with “GL_” (“GL” followed by a single underscore) are also reserved, and defining or undefining such a name results in a compile-time error.

Implementations must support macro-name lengths of up to 1024 characters. Implementations are allowed to generate an error for a macro name of length greater than 1024 characters, but are also allowed to support lengths greater than 1024.

#if, #ifdef, #ifndef, #else, #elif, and #endif are defined to operate as is standard for C++ preprocessors except for the following:

  • Expressions following #if and #elif are further restricted to expressions operating on literal integer constants, plus identifiers consumed by the defined operator.

  • Character constants are not supported.

The operators available are as follows.

Precedence Operator class Operators Associativity

1 (highest)

parenthetical grouping

( )

NA

2

unary

defined
+ - ~ !

Right to Left

3

multiplicative

* / %

Left to Right

4

additive

+ -

Left to Right

5

bit-wise shift

<< >>

Left to Right

6

relational

< > <= >=

Left to Right

7

equality

== !=

Left to Right

8

bit-wise and

&

Left to Right

9

bit-wise exclusive or

^

Left to Right

10

bit-wise inclusive or

|

Left to Right

11

logical and

&&

Left to Right

12 (lowest)

logical inclusive or

||

Left to Right

The defined operator can be used in either of the following ways:

defined identifier
defined ( identifier )

Two tokens in a macro can be concatenated into one token using the token pasting (##) operator, as is standard for C++ preprocessors. The result must be a valid single token, which will then be subject to macro expansion. That is, macro expansion happens only after token pasting. There are no other number sign based operators (e.g. no # or #@), nor is there a sizeof operator.

The semantics of applying operators to integer literals in the preprocessor match those standard in the C++ preprocessor, not those in the OpenGL Shading Language.

Preprocessor expressions will be evaluated according to the behavior of the host processor, not the processor targeted by the shader.

#error will cause the implementation to put a compile-time diagnostic message into the shader object’s information log (see section 7.12 “Shader, Program and Program Pipeline Queries” of the OpenGL Specification for how to access a shader object’s information log). The message will be the tokens following the #error directive, up to the first new-line. The implementation must treat the presence of a #error directive as a compile-time error.

#pragma allows implementation-dependent compiler control. Tokens following #pragma are not subject to preprocessor macro expansion. If an implementation does not recognize the tokens following #pragma, then it will ignore that pragma. The following pragmas are defined as part of the language.

#pragma STDGL

The STDGL pragma is used to reserve pragmas for use by future revisions of this language. No implementation may use a pragma whose first token is STDGL.

#pragma optimize(on)
#pragma optimize(off)

can be used to turn off optimizations as an aid in developing and debugging shaders. It can only be used outside function definitions. By default, optimization is turned on for all shaders. The debug pragma

#pragma debug(on)
#pragma debug(off)

can be used to enable compiling and annotating a shader with debug information, so that it can be used with a debugger. It can only be used outside function definitions. By default, debug is turned off.

Shaders should declare the version of the language they are written to. The language version a shader is written to is specified by

#version number profile_opt

where number must be a version of the language, following the same convention as __VERSION__ above. The directive “#version 460” is required in any shader that uses version 4.60 of the language. Any number representing a version of the language a compiler does not support will cause a compile-time error to be generated. Version 1.10 of the language does not require shaders to include this directive, and shaders that do not include a #version directive will be treated as targeting version 1.10. Shaders that specify #version 100 will be treated as targeting version 1.00 of the OpenGL ES Shading Language. Shaders that specify #version 300 will be treated as targeting version 3.00 of the OpenGL ES Shading Language. Shaders that specify #version 310 will be treated as targeting version 3.10 of the OpenGL ES Shading Language.

If the optional profile argument is provided, it must be the name of an OpenGL profile. Currently, there are three choices:

core
compatibility
es

A profile argument can only be used with version 150 or greater. If no profile argument is provided and the version is 150 or greater, the default is core. If version 300 or 310 is specified, the profile argument is not optional and must be es, or a compile-time error results. The Language Specification for the es profile is specified in The OpenGL ES Shading Language specification.

Shaders for the core or compatibility profiles that declare different versions can be linked together. However, es profile shaders cannot be linked with non-es profile shaders or with es profile shaders of a different version, or a link-time error will result. When linking shaders of versions allowed by these rules, remaining link-time errors will be given as per the linking rules in the GLSL version corresponding to the version of the context the shaders are linked under. Shader compile-time errors must still be given strictly based on the version declared (or defaulted to) within each shader.

Unless otherwise specified, this specification is documenting the core profile, and everything specified for the core profile is also available in the compatibility profile. Features specified as belonging specifically to the compatibility profile are not available in the core profile. Compatibility-profile features are not available when generating SPIR-V.

There is a built-in macro definition for each profile the implementation supports. All implementations provide the following macro:

#define GL_core_profile 1

Implementations providing the compatibility profile provide the following macro:

#define GL_compatibility_profile 1

Implementations providing the es profile provide the following macro:

#define GL_es_profile 1

The #version directive must occur in a shader before anything else, except for comments and white space.

By default, compilers of this language must issue compile-time syntactic, semantic, and grammatical errors for shaders that do not conform to this specification. Any extended behavior must first be enabled. Directives to control the behavior of the compiler with respect to extensions are declared with the #extension directive

#extension extension_name : behavior
#extension all : behavior

where extension_name is the name of an extension. Extension names are not documented in this specification. The token all means the behavior applies to all extensions supported by the compiler. The behavior can be one of the following:

Behavior Effect

require

Behave as specified by the extension extension_name.
Give a compile-time error on the #extension if the extension extension_name is not supported, or if all is specified.

enable

Behave as specified by the extension extension_name.
Warn on the #extension if the extension extension_name is not supported.
Give a compile-time error on the #extension if all is specified.

warn

Behave as specified by the extension extension_name, except issue warnings on any detectable use of that extension, unless such use is supported by other enabled or required extensions.
If all is specified, then warn on all detectable uses of any extension used.
Warn on the #extension if the extension extension_name is not supported.

disable

Behave (including issuing errors and warnings) as if the extension extension_name is not part of the language definition.
If all is specified, then behavior must revert back to that of the non-extended core version of the language being compiled to.
Warn on the #extension if the extension extension_name is not supported.

The extension directive is a simple, low-level mechanism to set the behavior for each extension. It does not define policies such as which combinations are appropriate, those must be defined elsewhere. Order of directives matters in setting the behavior for each extension: Directives that occur later override those seen earlier. The all variant sets the behavior for all extensions, overriding all previously issued extension directives, but only for the behaviors warn and disable.

The initial state of the compiler is as if the directive

#extension all : disable

was issued, telling the compiler that all error and warning reporting must be done according to this specification, ignoring any extensions.

Each extension can define its allowed granularity of scope. If nothing is said, the granularity is a shader (that is, a single compilation unit), and the extension directives must occur before any non-preprocessor tokens. If necessary, the linker can enforce granularities larger than a single compilation unit, in which case each involved shader will have to contain the necessary extension directive.

Macro expansion is not done on lines containing #extension and #version directives.

#line must have, after macro substitution, one of the following forms:

#line line
#line line source-string-number

where line and source-string-number are constant integer expressions. If these constant expressions are not integer literals then behavior is undefined. After processing this directive (including its new-line), the implementation will behave as if it is compiling at line number line and source string number source-string-number. Subsequent source strings will be numbered sequentially, until another #line directive overrides that numbering.

Note

Some implementations have allowed constant expressions in #line directives and some have not. Even where expressions are supported the grammar is ambiguous and so results are implementation dependent. For example, + #line +2 +2 // Line number set to 4, or file to 2 and line to 2

When shaders are compiled for OpenGL SPIR-V, the following predefined macro is available:

#define GL_SPIRV 100

When targeting Vulkan, the following predefined macro is available:

#define VULKAN 100

3.4. Comments

Comments are delimited by /* and */, or by // and a new-line. // style comments include the initial // marker and continue up to, but not including, the terminating newline. /*...*/ comments include both the start and end marker. The begin comment delimiters (/* or //) are not recognized as comment delimiters inside of a comment, hence comments cannot be nested.

Inside comments, any byte values may be used, except a byte whose value is 0. No errors will be given for the content of comments and no validation on the content of comments need be done.

Removal of new-lines by the line-continuation character (\) logically occurs before comments are processed. That is, a single-line comment ending in the line-continuation character (\) includes the next line in the comment.

// a single-line comment containing the next line \
a = b; // this is still in the first comment

3.5. Tokens

The language, after preprocessing, is a sequence of tokens. A token can be

token :

keyword
identifier
integer-constant
floating-constant
operator
; { }

3.6. Keywords

The following are the keywords in the language and (after preprocessing) can only be used as described in this specification, or a compile-time error results:

const uniform buffer shared attribute varying

coherent volatile restrict readonly writeonly

atomic_uint

layout

centroid flat smooth noperspective

patch sample

invariant precise

break continue do for while switch case default

if else

subroutine

in out inout

int void bool true false float double

discard return

vec2 vec3 vec4 ivec2 ivec3 ivec4 bvec2 bvec3 bvec4

uint uvec2 uvec3 uvec4

dvec2 dvec3 dvec4

mat2 mat3 mat4

mat2x2 mat2x3 mat2x4

mat3x2 mat3x3 mat3x4

mat4x2 mat4x3 mat4x4

dmat2 dmat3 dmat4

dmat2x2 dmat2x3 dmat2x4

dmat3x2 dmat3x3 dmat3x4

dmat4x2 dmat4x3 dmat4x4

lowp mediump highp precision

sampler1D sampler1DShadow sampler1DArray sampler1DArrayShadow

isampler1D isampler1DArray usampler1D usampler1DArray

sampler2D sampler2DShadow sampler2DArray sampler2DArrayShadow

isampler2D isampler2DArray usampler2D usampler2DArray

sampler2DRect sampler2DRectShadow isampler2DRect usampler2DRect

sampler2DMS isampler2DMS usampler2DMS

sampler2DMSArray isampler2DMSArray usampler2DMSArray

sampler3D isampler3D usampler3D

samplerCube samplerCubeShadow isamplerCube usamplerCube

samplerCubeArray samplerCubeArrayShadow

isamplerCubeArray usamplerCubeArray

samplerBuffer isamplerBuffer usamplerBuffer

image1D iimage1D uimage1D

image1DArray iimage1DArray uimage1DArray

image2D iimage2D uimage2D

image2DArray iimage2DArray uimage2DArray

image2DRect iimage2DRect uimage2DRect

image2DMS iimage2DMS uimage2DMS

image2DMSArray iimage2DMSArray uimage2DMSArray

image3D iimage3D uimage3D

imageCube iimageCube uimageCube

imageCubeArray iimageCubeArray uimageCubeArray

imageBuffer iimageBuffer uimageBuffer

struct

In addition, when targeting Vulkan, the following keywords also exist:

texture1D texture1DArray

itexture1D itexture1DArray utexture1D utexture1DArray

texture2D texture2DArray

itexture2D itexture2DArray utexture2D utexture2DArray

texture2DRect itexture2DRect utexture2DRect

texture2DMS itexture2DMS utexture2DMS

texture2DMSArray itexture2DMSArray utexture2DMSArray

texture3D itexture3D utexture3D

textureCube itextureCube utextureCube

textureCubeArray itextureCubeArray utextureCubeArray

textureBuffer itextureBuffer utextureBuffer

sampler samplerShadow

subpassInput isubpassInput usubpassInput

subpassInputMS isubpassInputMS usubpassInputMS

The following are the keywords reserved for future use. Using them will result in a compile-time error:

common partition active

asm

class union enum typedef template this

resource

goto

inline noinline public static extern external interface

long short half fixed unsigned superp

input output

hvec2 hvec3 hvec4 fvec2 fvec3 fvec4

filter

sizeof cast

namespace using

sampler3DRect

In addition, all identifiers containing two consecutive underscores (__) are reserved for use by underlying software layers. Defining such a name in a shader does not itself result in an error, but may result in unintended behaviors that stem from having multiple definitions of the same name.

3.7. Identifiers

Identifiers are used for variable names, function names, structure names, and field selectors (field selectors select components of vectors and matrices, similarly to structure members). Identifiers have the form:

identifier :

nondigit
identifier nondigit
identifier digit

nondigit : one of

_ a b c d e f g h i j k l m n o p q r s t u v w x y z
A B C D E F G H I J K L M N O P Q R S T U V W X Y Z

digit : one of

0 1 2 3 4 5 6 7 8 9

Identifiers starting with “gl_” are reserved, and in general, may not be declared in a shader; this results in a compile-time error. However, as noted in the specification, there are some cases where previously declared variables can be redeclared, and predeclared “gl_” names are allowed to be redeclared in a shader only for these specific purposes.

Implementations must support identifier lengths of up to 1024 characters. Implementations are allowed to generate an error for an identifier of length greater than 1024 characters, but are also allowed to support lengths greater than 1024.

3.8. Definitions

Some language rules described below depend on the following definitions.

3.8.1. Static Use

A shader contains a static use of a variable x if, after preprocessing, the shader contains a statement that would access any part of x, whether or not flow of control will cause that statement to be executed. Such a variable is referred to as being statically used. If the access is a write then x is further said to be statically assigned.

3.8.2. Dynamically Uniform Expressions and Uniform Control Flow

Some operations require an expression to be dynamically uniform, or that it be located in uniform control flow. These requirements are defined by the following set of definitions.

An invocation is a single execution of main() for a particular stage, operating only on the amount of data explicitly exposed within that stage’s shaders. (Any implicit operation on additional instances of data would comprise additional invocations.) For example, in compute execution models, a single invocation operates only on a single work item, or, in a vertex execution model, a single invocation operates only on a single vertex.

An invocation group is the complete set of invocations collectively processing a particular compute workgroup or graphical operation, where the scope of a "graphical operation" is implementation-dependent, but at least as large as a single triangle or patch, and at most as large as a single rendering command, as defined by the client API.

Within a single invocation, a single shader statement can be executed multiple times, giving multiple dynamic instances of that instruction. This can happen when the instruction is executed in a loop, or in a function called from multiple call sites, or combinations of multiple of these. Different loop iterations and different dynamic function-call-site chains yield different dynamic instances of such an instruction. Dynamic instances are distinguished by their control-flow path within an invocation, not by which invocation executed it. That is, different invocations of main() execute the same dynamic instances of an instruction when they follow the same control-flow path.

An expression is dynamically uniform for a dynamic instance consuming it when its value is the same for all invocations (in the invocation group) that execute that dynamic instance.

Uniform control flow (or converged control flow) occurs when all invocations in the invocation group execute the same control-flow path (and hence the same sequence of dynamic instances of instructions). Uniform control flow is the initial state at the entry into main(), and lasts until a conditional branch takes different control paths for different invocations (non-uniform or divergent control flow). Such divergence can reconverge, with all the invocations once again executing the same control-flow path, and this re-establishes the existence of uniform control flow. If control flow is uniform upon entry into a selection or loop, and all invocations in the invocation group subsequently leave that selection or loop, then control flow reconverges to be uniform.

For example:

main()
{
    float a = ...; // this is uniform control flow
    if (a < b) {   // this expression is true for some fragments, not all
        ...;       // non-uniform control flow
    } else {
        ...;       // non-uniform control flow
    }
    ...;           // uniform control flow again
}

Other examples of non-uniform control flow can occur within loops where some invocations execute iterations that others do not, after conditional breaks, continues, early returns, and after fragment discards, when the condition is true for some fragments but not others.

Note that constant expressions are trivially dynamically uniform. It follows that typical loop counters based on these are also dynamically uniform.

4. Variables and Types

All variables and functions must be declared before being used. Variable and function names are identifiers.

There are no default types. All variable and function declarations must have a declared type, and optionally qualifiers. A variable is declared by specifying its type followed by one or more names separated by commas. In many cases, a variable can be initialized as part of its declaration by using the assignment operator (=).

User-defined types may be defined using struct to aggregate a list of existing types into a single name.

The OpenGL Shading Language is type safe. There are some implicit conversions between types. Exactly how and when this can occur is described in section “Implicit Conversions” and as referenced by other sections in this specification.

4.1. Basic Types

Definition

A basic type is a type defined by a keyword in the language.

The OpenGL Shading Language supports the following basic data types, grouped as follows.

Transparent Types

Type Meaning

void

for functions that do not return a value

bool

a conditional type, taking on values of true or false

int

a signed integer

uint

an unsigned integer

float

a single-precision floating-point scalar

double

a double-precision floating-point scalar

vec2

a two-component single-precision floating-point vector

vec3

a three-component single-precision floating-point vector

vec4

a four-component single-precision floating-point vector

dvec2

a two-component double-precision floating-point vector

dvec3

a three-component double-precision floating-point vector

dvec4

a four-component double-precision floating-point vector

bvec2

a two-component Boolean vector

bvec3

a three-component Boolean vector

bvec4

a four-component Boolean vector

ivec2

a two-component signed integer vector

ivec3

a three-component signed integer vector

ivec4

a four-component signed integer vector

uvec2

a two-component unsigned integer vector

uvec3

a three-component unsigned integer vector

uvec4

a four-component unsigned integer vector

mat2

a 2 × 2 single-precision floating-point matrix

mat3

a 3 × 3 single-precision floating-point matrix

mat4

a 4 × 4 single-precision floating-point matrix

mat2x2

same as a mat2

mat2x3

a single-precision floating-point matrix with 2 columns and 3 rows

mat2x4

a single-precision floating-point matrix with 2 columns and 4 rows

mat3x2

a single-precision floating-point matrix with 3 columns and 2 rows

mat3x3

same as a mat3

mat3x4

a single-precision floating-point matrix with 3 columns and 4 rows

mat4x2

a single-precision floating-point matrix with 4 columns and 2 rows

mat4x3

a single-precision floating-point matrix with 4 columns and 3 rows

mat4x4

same as a mat4

dmat2

a 2 × 2 double-precision floating-point matrix

dmat3

a 3 × 3 double-precision floating-point matrix

dmat4

a 4 × 4 double-precision floating-point matrix

dmat2x2

same as a dmat2

dmat2x3

a double-precision floating-point matrix with 2 columns and 3 rows

dmat2x4

a double-precision floating-point matrix with 2 columns and 4 rows

dmat3x2

a double-precision floating-point matrix with 3 columns and 2 rows

dmat3x3

same as a dmat3

dmat3x4

a double-precision floating-point matrix with 3 columns and 4 rows

dmat4x2

a double-precision floating-point matrix with 4 columns and 2 rows

dmat4x3

a double-precision floating-point matrix with 4 columns and 3 rows

dmat4x4

same as a dmat4

Note that where the following tables say “accessing a texture”, the sampler* opaque types access textures, and the image* opaque types access images, of a specified type.

Floating-Point Opaque Types

Type Meaning

sampler1D
texture1D
image1D

a handle for accessing a 1D texture

sampler1DShadow

a handle for accessing a 1D depth texture with comparison

sampler1DArray
texture1DArray
image1DArray

a handle for accessing a 1D array texture

sampler1DArrayShadow

a handle for accessing a 1D array depth texture with comparison

sampler2D
texture2D
image2D

a handle for accessing a 2D texture

sampler2DShadow

a handle for accessing a 2D depth texture with comparison

sampler2DArray
texture2DArray
image2DArray

a handle for accessing a 2D array texture

sampler2DArrayShadow

a handle for accessing a 2D array depth texture with comparison

sampler2DMS
texture2DMS
image2DMS

a handle for accessing a 2D multisample texture

sampler2DMSArray
texture2DMSArray
image2DMSArray

a handle for accessing a 2D multisample array texture

sampler2DRect
texture2DRect
image2DRect

a handle for accessing a rectangle texture

sampler2DRectShadow

a handle for accessing a rectangle texture with comparison

sampler3D
texture3D
image3D

a handle for accessing a 3D texture

samplerCube
textureCube
imageCube

a handle for accessing a cube mapped texture

samplerCubeShadow

a handle for accessing a cube map depth texture with comparison

samplerCubeArray
textureCubeArray
imageCubeArray

a handle for accessing a cube map array texture

samplerCubeArrayShadow

a handle for accessing a cube map array depth texture with comparison

samplerBuffer
textureBuffer
imageBuffer

a handle for accessing a buffer texture

subpassInput

a handle for accessing a floating-point subpass input

subpassInputMS

a handle for accessing a multi-sampled floating-point subpass input

Signed Integer Opaque Types

Type Meaning

isampler1D
itexture1D
iimage1D

a handle for accessing an integer 1D texture

isampler1DArray
itexture1DArray
iimage1DArray

a handle for accessing an integer 1D array texture

isampler2D
itexture2D
iimage2D

a handle for accessing an integer 2D texture

isampler2DArray
itexture2DArray
iimage2DArray

a handle for accessing an integer 2D array texture

isampler2DMS
itexture2DMS
iimage2DMS

a handle for accessing an integer 2D multisample texture

isampler2DMSArray
itexture2DMSArray
iimage2DMSArray

a handle for accessing an integer 2D multisample array texture

isampler2DRect
itexture2DRect
iimage2DRect

a handle for accessing an integer 2D rectangle texture

isampler3D
itexture3D
iimage3D

a handle for accessing an integer 3D texture

isamplerCube
itextureCube
iimageCube

a handle for accessing an integer cube mapped texture

isamplerCubeArray
itextureCubeArray
iimageCubeArray

a handle for accessing an integer cube map array texture

isamplerBuffer
itextureBuffer
iimageBuffer

a handle for accessing an integer buffer texture

isubpassInput

a handle for accessing an integer subpass input

isubpassInputMS

a handle for accessing a multi-sampled integer subpass input

Unsigned Integer Opaque Types

Type Meaning

usampler1D
utexture1D
uimage1D

a handle for accessing an unsigned integer 1D texture

usampler1DArray
utexture1DArray
uimage1DArray

a handle for accessing an unsigned integer 1D array texture

usampler2D
utexture2D
uimage2D

a handle for accessing an unsigned integer 2D texture

usampler2DArray
utexture1DArray
uimage2DArray

a handle for accessing an unsigned integer 2D array texture

usampler2DMS
utexture2DMS
uimage2DMS

a handle for accessing an unsigned integer 2D multisample texture

usampler2DMSArray
utexture2DMSArray
uimage2DMSArray

a handle for accessing an unsigned integer 2D multisample array texture

usampler2DRect
utexture2DRect
uimage2DRect

a handle for accessing an unsigned integer rectangle texture

usampler3D
utexture3D
uimage3D

a handle for accessing an unsigned integer 3D texture

usamplerCube
utextureCube
uimageCube

a handle for accessing an unsigned integer cube mapped texture

usamplerCubeArray
utextureCubeArray
uimageCubeArray

a handle for accessing an unsigned integer cube map array texture

usamplerBuffer
utextureBuffer
uimageBuffer

a handle for accessing an unsigned integer buffer texture

atomic_uint

a handle for accessing an unsigned integer atomic counter

usubpassInput

a handle for accessing an unsigned-integer subpass input

usubpassInputMS

a handle for accessing a multi-sampled unsigned-integer subpass input

Sampler Opaque Types

Type Meaning

sampler

a handle for accessing state describing how to sample a texture

samplerShadow

a handle for accessing state describing how to sample a depth texture with comparison

In addition, a shader can aggregate these basic types using arrays and structures to build more complex types.

There are no pointer types.

In this specification, an aggregate will mean a structure or array. (Matrices and vectors are not by themselves aggregates.) Aggregates, matrices, and vectors will collectively be referred to as composites.

4.1.1. Void

Functions that do not return a value must be declared as void. There is no default function return type. The keyword void cannot be used in any other declarations (except for empty formal or actual parameter lists), or a compile-time error results.

4.1.2. Booleans

Definition

A boolean type is any boolean scalar or vector type (bool, bvec2, bvec3, bvec4)

To make conditional execution of code easier to express, the type bool is supported. There is no expectation that hardware directly supports variables of this type. It is a genuine Boolean type, holding only one of two values meaning either true or false. Two keywords true and false can be used as literal Boolean constants. Booleans are declared and optionally initialized as in the follow example:

bool success;      // declare "success" to be a Boolean
bool done = false; // declare and initialize "done"

Expressions used for conditional jumps (if, for, ?:, while, do-while) must evaluate to the type bool.

4.1.3. Integers

Definitions

An integral type is any signed or unsigned, scalar or vector integer type. It excludes arrays and structures.

A scalar integral type is a scalar signed or unsigned integer type:

A vector integral type is a vector of signed or unsigned integers:

Signed and unsigned integer variables are fully supported. In this document, the term integer is meant to generally include both signed and unsigned integers.

For OpenGL, unsigned integers have exactly 32 bits of precision. When targeting Vulkan, highp unsigned integers have exactly 32 bits of precision.

For OpenGL, signed integers use 32 bits, including a sign bit, in two’s complement form. When targeting Vulkan, highp signed integers use 32 bits, including a sign bit, in two’s complement form.

When targeting Vulkan, mediump and lowp integers are as defined by the SPIR-V RelaxedPrecision decoration.

Addition, subtraction and multiplication resulting in overflow or underflow will result in the low-order 32 bits of the correct result R, where R is computed with enough precision to avoid overflow or underflow. Division resulting in overflow will result in an undefined value.

Integers are declared and optionally initialized with integer expressions, as in the following example:

int i, j = 42; // default integer literal type is int
uint k = 3u;   // "u" establishes the type as uint

Literal integer constants can be expressed in decimal (base 10), octal (base 8), or hexadecimal (base 16) as follows.

integer-constant :

decimal-constant integer-suffixopt
octal-constant integer-suffixopt
hexadecimal-constant integer-suffixopt

integer-suffix : one of

u U

decimal-constant :

nonzero-digit
decimal-constant digit

octal-constant :

0
octal-constant octal-digit

hexadecimal-constant :

0x hexadecimal-digit
0X hexadecimal-digit
hexadecimal-constant hexadecimal-digit

digit :

0
nonzero-digit

nonzero-digit : one of

1 2 3 4 5 6 7 8 9

octal-digit : one of

0 1 2 3 4 5 6 7

hexadecimal-digit : one of

0 1 2 3 4 5 6 7 8 9
a b c d e f
A B C D E F

No white space is allowed between the digits of an integer constant, including after the leading 0 or after the leading 0x or 0X of a constant, or before the suffix u or U. When tokenizing, the maximal token matching the above will be recognized before a new token is started. When the suffix u or U is present, the literal has type uint, otherwise the type is int. A leading unary minus sign (-) is interpreted as an arithmetic unary negation, not as part of the constant. Hence, literals themselves are always expressed with non-negative syntax, though they could result in a negative value.

It is a compile-time error to provide a literal integer whose bit pattern cannot fit in 32 bits. The bit pattern of the literal is always used unmodified. So a signed literal whose bit pattern includes a set sign bit creates a negative value.

For example,

1             // OK. Signed integer, value 1
1u            // OK. Unsigned integer, value 1
-1            // OK. Unary minus applied to signed integer.
              // result is a signed integer, value -1
-1u           // OK. Unary minus applies to unsigned integer.
              // Result is an unsigned integer, value 0xffffffff
0xA0000000    // OK. 32-bit signed hexadecimal
0xABcdEF00u   // OK. 32-bit unsigned hexadecimal
0xffffffff    // OK. Signed integer, value -1
0x80000000    // OK. Evaluates to -2147483648
0xffffffffu   // OK. Unsigned integer, value 0xffffffff
0xfffffffff   // Error: needs more than 32 bits
3000000000    // OK. A signed decimal literal taking 32 bits.
              // It evaluates to -1294967296
2147483648    // OK. Evaluates to -2147483648 (the literal set the sign bit)
5000000000    // Error: needs more than 32 bits

4.1.4. Floats

Single-precision and double-precision floating-point variables are available for use in a variety of scalar calculations. Generally, the term floating-point will refer to both single- and double-precision floating-point. Floating-point variables are defined as in the following examples:

float a, b = 1.5;    // single-precision floating-point
double c, d = 2.0LF; // double-precision floating-point

As an input value to one of the processing units, a single-precision or double-precision floating-point variable is expected to match the corresponding IEEE 754 floating-point definition for precision and dynamic range. Floating-point variables within a shader are also encoded according to the IEEE 754 specification for single-precision floating-point values

(logically, not necessarily physically). While encodings are logically IEEE 754, operations (addition, multiplication, etc.) are not necessarily performed as required by IEEE 754. See “Range and Precision” for more details on precision and usage of NaNs (Not a Number) and Infs (positive or negative infinities).

Floating-point constants are defined as follows.

floating-constant :

fractional-constant exponent-partopt floating-suffixopt
digit-sequence exponent-part floating-suffixopt

fractional-constant :

digit-sequence . digit-sequence
digit-sequence .
. digit-sequence

exponent-part :

e signopt digit-sequence
E signopt digit-sequence

sign : one of

+ -

digit-sequence :

digit
digit-sequence digit

floating-suffix : one of

f F lf LF

A decimal point (.) is not needed if the exponent part is present. No white space may appear anywhere within a floating-point constant, including before a suffix. When tokenizing, the maximal token matching the above will be recognized before a new token is started. When the suffix "lf" or "LF" is present, the literal has type double. Otherwise, the literal has type float. A leading unary minus sign (-) is interpreted as a unary operator and is not part of the floating-point constant.

4.1.5. Vectors

The OpenGL Shading Language includes data types for generic 2-, 3-, and 4-component vectors of floating-point values, integers, and Booleans. Floating-point vector variables can be used to store colors, normals, positions, texture coordinates, texture lookup results and the like. Boolean vectors can be used for component-wise comparisons of numeric vectors. Some examples of vector declarations are:

vec2 texcoord1, texcoord2;
vec3 position;
vec4 myRGBA;
ivec2 textureLookup;
bvec3 less;

Initialization of vectors can be done with constructors. See “Vector and Matrix Constructors”.

4.1.6. Matrices

The OpenGL Shading Language has built-in types for 2 × 2, 2 × 3, 2 × 4, 3 × 2, 3 × 3, 3 × 4, 4 × 2, 4 × 3, and 4 × 4 matrices of floating-point numbers. Matrix types beginning with "mat" have single-precision components while matrix types beginning with "dmat" have double-precision components. The first number in the type is the number of columns, the second is the number of rows. If there is only one number, the matrix is square. Example matrix declarations:

mat2 mat2D;
mat3 optMatrix;
mat4 view, projection;
mat4x4 view; // an alternate way of declaring a mat4
mat3x2 m;    // a matrix with 3 columns and 2 rows
dmat4 highPrecisionMVP;
dmat2x4 dm;

Initialization of matrix values is done with constructors (described in “Vector and Matrix Constructors”) in column-major order.

4.1.7. Opaque Types

Definition

An opaque type is a type where the internal structure of the type is hidden from the language.

The opaque types, as listed in the following sections, declare variables that are effectively opaque handles to other objects. These objects are accessed through built-in functions, not through direct reading or writing of the declared variable. They can only be declared as function parameters or in uniform-qualified variables (see “Uniform Variables”). The only opaque types that take memory qualifiers are the image types. Except for array indexing, structure member selection, and parentheses, opaque variables are not allowed to be operands in expressions; such use results in a compile-time error.

Opaque variables cannot be treated as l-values; hence cannot be used as out or inout function parameters, nor can they be assigned into. Any such use results in a compile-time error. However, they can be passed as in parameters with matching types and memory qualifiers. They cannot be declared with an initializer.

Because a single opaque type declaration effectively declares two objects, the opaque handle itself and the object it is a handle to, there is room for both a storage qualifier and a memory qualifier. The storage qualifier will qualify the opaque handle, while the memory qualifier will qualify the object it is a handle to.

Texture-Combined Samplers

Texture-combined sampler types (e.g. sampler2D) are the sampler types described in the Basic Types tables as handles for accessing textures. (They do not include sampler and samplerShadow.) There are distinct texture-combined sampler types for each texture target, and for each of float, integer, and unsigned integer data types. Texture accesses are done through built-in texture functions (described in “Texture Functions”) and texture-combined samplers are used to specify which texture to access and how it is to be filtered.

Texture-combined sampler types are opaque types, declared and behaving as described above for opaque types. When aggregated into arrays within a shader, they can only be indexed with a dynamically uniform integral expression, otherwise results are undefined.

Images

Image types are opaque types, declared and behaving as described above for opaque types. They can be further qualified with memory qualifiers. When aggregated into arrays within a shader, images can only be indexed with a dynamically uniform integral expression, otherwise results are undefined.

Image variables are handles to one-, two-, or three-dimensional images corresponding to all or a portion of a single level of a texture image bound to an image unit. There are distinct image variable types for each texture target, and for each of float, integer, and unsigned integer data types. Image accesses should use an image type that matches the target of the texture whose level is bound to the image unit, or for non-layered bindings of 3D or array images should use the image type that matches the dimensionality of the layer of the image (i.e., a layer of 3D, 2DArray, Cube, or CubeArray should use image2D, a layer of 1DArray should use image1D, and a layer of 2DMSArray should use image2DMS). If the image target type does not match the bound image in this manner, if the data type does not match the bound image, or if the format layout qualifier does not match the image unit format as described in section 8.25 “Texture Image Loads and Stores” of the OpenGL Specification, the results of image accesses are undefined but cannot include program termination.

Image variables are used in the image load, store, and atomic functions described in “Image Functions” to specify an image to access.

Atomic Counters

Atomic counter types (e.g. atomic_uint) are opaque handles to counters, declared and behaving as described above for opaque types. The variables they declare specify which counter to access when using the built-in atomic counter functions as described in “Atomic Counter Functions”. They are bound to buffers as described in “Atomic Counter Layout Qualifiers”.

Atomic counters aggregated into arrays within a shader can only be indexed with dynamically uniform integral expressions, otherwise results are undefined.

Members of structures cannot be declared as atomic counter types.

Atomic counter types are not available when targeting Vulkan.

Texture, sampler, and samplerShadow Types

Texture (e.g., texture2D), sampler, and samplerShadow types are opaque types, declared and behaving as described above for opaque types. These types are only available when targeting Vulkan. When aggregated into arrays within a shader, these types can only be indexed with a dynamically uniform expression, or texture lookup will result in undefined values. Texture variables are handles to one-, two-, and three-dimensional textures, cube maps, etc., as enumerated in the basic types tables. There are distinct texture types for each texture target, and for each of float, integer, and unsigned integer data types. Textures can be combined with a variable of type sampler or samplerShadow to create a texture-combined sampler type (e.g., sampler2D, or sampler2DShadow). This is done with a constructor, e.g., sampler2D(texture2D, sampler), sampler2DShadow(texture2D, sampler), sampler2DShadow(texture2D, samplerShadow), or sampler2D(texture2D, samplerShadow) and is described in more detail in section 5.4 "Constructors".

Subpass Inputs

Subpass-input types are only available when targeting Vulkan.

Subpass-input types (e.g., subpassInput) are opaque types, declared and behaving as described above for opaque types. When aggregated into arrays within a shader, they can only be indexed with a dynamically uniform integral expression, otherwise results are undefined.

Subpass-input types are handles to two-dimensional single sampled or multi-sampled images, with distinct types for each of float, integer, and unsigned integer data types.

Subpass-input types are only available in fragment shaders. It is a compile-time error to use them in any other stage.

4.1.8. Structures

User-defined types can be created by aggregating other already defined types into a structure using the struct keyword. For example,

struct light {
    float intensity;
    vec3 position;
} lightVar;

In this example, light becomes the name of the new type, and lightVar becomes a variable of type light. To declare variables of the new type, use its name (without the keyword struct).

light lightVar2;

More formally, structures are declared as follows. However, the definitive grammar is as given in “Shading Language Grammar”.

struct-definition :

qualifieropt struct nameopt_ { member-list } declaratorsopt ;

member-list :

member-declaration ;
member-declaration member-list ;

member-declaration :

basic-type declarators ;

where name becomes the user-defined type, and can be used to declare variables to be of this new type. The name shares the same name space as other variables, types, and functions. All previously visible variables, types, constructors, or functions with that name are hidden. The optional qualifier only applies to any declarators, and is not part of the type being defined for name.

Structures must have at least one member declaration. Bit fields are not supported. Member types must be already defined (there are no forward references).

Member declarations may contain precision qualifiers, but use of any other qualifier results in a compile-time error. Where a member declaration does not include a precision qualifier the member’s precision is inferred as described in Default Precision Qualifiers at the point of the struct type’s declaration.

A compile-time error results if a member declaration contains an initializer. Member declarators can contain arrays. Such arrays must have a size specified, and the size must be a constant integral expression that’s greater than zero (see “Constant Expressions”). Each level of structure has its own name space for names given in member declarators; such names need only be unique within that name space.

Anonymous structures are not supported. Embedded structure definitions are not supported. These result in compile-time errors.

struct S { float f; }; // Allowed: S is defined as a structure.

struct T {
    S;              // Error: anonymous structures disallowed
    struct { ... }; // Error: embedded structures disallowed
    S s;            // Allowed: nested structure with a name.
};

Structures can be initialized at declaration time using constructors, as discussed in “Structure Constructors”.

Any restrictions on the usage of a type or qualifier also apply to any structure that contains a member of that type or qualifier. This also applies to structure members that are structures, recursively.

4.1.9. Arrays

Variables of the same type can be aggregated into arrays by declaring a name followed by brackets ([ ]) enclosing an optional size. When an array size is specified in a declaration, it must be an integral constant expression (see “Constant Expressions”) greater than zero. Except for the last declared member of a shader storage block (see section “Interface Blocks”), the size of an array must be declared (explicitly sized) before it is indexed with anything other than a constant integral expression. The size of any array must be declared before passing it as an argument to a function. Violation of any of these rules result in compile-time errors. It is legal to declare an array without a size (unsized) and then later redeclare the same name as an array of the same type and specify a size, or index it only with constant integral expressions (implicitly sized). However, unless noted otherwise, blocks cannot be redeclared; an unsized array member in a user-declared block cannot be sized by a block redeclaration. It is a compile-time error to declare an array with a size, and then later (in the same shader) index the same array with a constant integral expression greater than or equal to the declared size. It is a compile-time error to redeclare an unsized array with a size equal to or smaller than any index used earlier in the shader to index the array. It is also a compile-time error to index an array with a negative constant expression. Arrays declared as formal parameters in a function declaration must specify a size. Undefined behavior results from indexing an array with a non-constant expression that’s greater than or equal to the array’s size or less than 0. Arrays only have a single dimension (a single entry within "[ ]"), however, arrays of arrays can be declared. All types (basic types, structures, arrays) can be formed into an array.

All arrays are inherently homogeneous; made of elements all having the same type and size, with one exception. The exception is a shader storage block having an unsized array as its last member (run-time sized); an array can be formed from such a shader storage block, even if the storage blocks have differing lengths for their last member.

Some examples are:

float frequencies[3];
uniform vec4 lightPosition[4];
light lights[];
const int numLights = 2;
light lights[numLights];

// a shader storage block, introduced in section 4.3.7 "Buffer Variables"
buffer b {
    float u[]; // an error, unless u gets statically sized by link time
    vec4 v[];  // okay, v will be sized dynamically, if not statically
} name[3];     // when the block is arrayed, all u will be the same size,
               // but not necessarily all v, if sized dynamically

An array type can be formed by specifying non-array type followed by an array specifier. All dimensions of such an array specifier must include a size.

float[5]    // an array of size [5] of float
float[2][3] // an array of size [2][3] of float, not size [3] of float[2]

This type can be used anywhere any other type can be used, including as the return value from a function

float[5] foo() { }

as a constructor of an array:

float[5](3.4, 4.2, 5.0, 5.2, 1.1)

as an unnamed parameter:

void foo(float[5])

and as an alternate way of declaring a variable or function parameter:

float[5] a;

Arrays can have initializers formed from array constructors:

float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1);
float a[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1);  // same thing

An array of arrays can be declared as:

vec4 a[3][2]; // size-3 array of size-2 array of vec4

which declares a one-dimensional array of size 3 of one-dimensional arrays of size 2 of vec4. The following declarations do the same thing:

vec4[2] a[3]; // size-3 array of size-2 array of vec4
vec4[3][2] a; // size-3 array of size-2 array of vec4

When in transparent memory (like in a uniform block), the layout is that the inner-most (right-most in declaration) dimensions iterate faster than the outer dimensions. That is, for the above, the order in memory would be:

Low address : a[0][0] : a[0][1] : a[1][0] : a[1][1] : a[2][0] : a[2][1] : High address

The type of a needed for both constructors and nameless parameters is “vec4[3][2]”:

vec4 b[2] = vec4[2](vec4(0.0), vec4(0.1));
vec4[3][2] a = vec4[3][2](b, b, b);        // constructor
void foo(vec4[3][2]); // prototype with unnamed parameter

Alternatively, the initializer-list syntax can be used to initialize an array of arrays:

vec4 a[3][2] = { vec4[2](vec4(0.0), vec4(1.0)),
                 vec4[2](vec4(0.0), vec4(1.0)),
                 vec4[2](vec4(0.0), vec4(1.0)) };

Unsized arrays can be explicitly sized by an initializer at declaration time:

float a[5];
...
float b[] = a;  // b is explicitly size 5
float b[5] = a; // means the same thing
float b[] = float[](1,2,3,4,5); // also explicitly sizes to 5

However, it is a compile-time error to assign to an unsized array. Note, this is a rare case that initializers and assignments appear to have different semantics. For arrays of arrays, any unsized dimension is explicitly sized by the initializer:

vec4 a[][] = { vec4[2](vec4(0.0), vec4(1.0)), // okay, size to a[3][2]
               vec4[2](vec4(0.0), vec4(1.0)),
               vec4[2](vec4(0.0), vec4(1.0)) };

Arrays know the number of elements they contain. This can be obtained by using the length() method:

float a[5];
a.length(); // returns 5

This returns a type int. If an array has been explicitly sized, the value returned by the length() method is a constant expression. If an array has not been explicitly sized and is the last declared member of a shader storage block, the value returned will not be a constant expression and will be determined at runtime based on the size of the buffer object providing storage for the block. Such arrays are runtime sized. For runtime-sized arrays, the value returned by the length() method will be undefined if the array is contained in an array of shader storage blocks that is indexed with a non-constant expression less than zero or greater than or equal to the number of blocks in the array.

The length() method cannot be called on an array that is not runtime sized and also has not yet been explicitly sized; this results in a compile-time error.

When the length() method returns a compile-time constant, the expression the length() method is applied to cannot contain any side effects, such as writes to l-values within the expression, or function calls that themselves have side effects: only the compile-time constant length itself need be computed. Behavior and results, including any compile-time error reporting, are undefined if the expression contains other effects.

float a, b;
const int s = float[2](a=3.0, ++b).length(); // illegal side effects

The length() method works equally well for arrays of arrays:

vec4 a[3][2];
a.length()    // this is 3
a[x].length() // this is 2

When the length() method returns a compile-time constant, the expression in brackets (x above) will be parsed and subjected to the rules required for array indices, but the array will not be dereferenced. Thus, behavior is well defined even if the run-time value of the expression is out of bounds, as long as the expression contains no side effects.

When the length() method returns a run-time value (not a compile-time constant), the array will be dereferenced. E.g., if x is not a compile-time constant and is out of range, an undefined value results. More generally, all involved expressions are fully evaluated and executed.

// for a compile time-sized array b containing a member array a:
b[x+3].a.length(); // b is never dereferenced, x+3 is evaluated and checked
b[++x].a.length(); // not allowed; results are undefined

// for an array s of a shader storage object (run-time sized) containing a member array a:
s[++x].a.length(); // s is dereferenced; ++x needs to be a valid index

For implicitly-sized or run-time-sized arrays, only the outer-most dimension can be lacking a size. A type that includes an unknown array size cannot be formed into an array until it gets an explicit size, except for shader storage blocks where the only unsized array member is the last member of the block.

In a shader storage block, the last member may be declared without an explicit size. In this case, the effective array size is inferred at run-time from the size of the data store backing the interface block. Such run-time-sized arrays may be indexed with general integer expressions. However, it is a compile-time error to pass them as an argument to a function or index them with a negative constant expression.

4.1.10. Implicit Conversions

In some situations, an expression and its type will be implicitly converted to a different type. The following table shows all allowed implicit conversions:

Type of expression Can be implicitly converted to

int

uint

int
uint

float

int
uint
float

double

ivec2

uvec2

ivec3

uvec3

ivec4

uvec4

ivec2
uvec2

vec2

ivec3
uvec3

vec3

ivec4
uvec4

vec4

ivec2
uvec2
vec2

dvec2

ivec3
uvec3
vec3

dvec3

ivec4
uvec4
vec4

dvec4

mat2

dmat2

mat3

dmat3

mat4

dmat4

mat2x3

dmat2x3

mat2x4

dmat2x4

mat3x2

dmat3x2

mat3x4

dmat3x4

mat4x2

dmat4x2

mat4x3

dmat4x3

There are no implicit array or structure conversions. For example, an array of int cannot be implicitly converted to an array of float.

When an implicit conversion is done, it is the same conversion that would be done under explicit conversion, using a constructor. The explicit conversions via constructors are described in Conversion and Scalar Constructors.

When performing implicit conversion for binary operators, there may be multiple data types to which the two operands can be converted. For example, when adding an int value to a uint value, both values can be implicitly converted to uint, float, and double. In such cases, a floating-point type is chosen if either operand has a floating-point type. Otherwise, an unsigned integer type is chosen if either operand has an unsigned integer type. Otherwise, a signed integer type is chosen. If operands can be implicitly converted to multiple data types deriving from the same base data type, the type with the smallest component size is used.

The conversions in the table above are done only as indicated by other sections of this specification.

4.1.11. Initializers

At declaration, an initial value for a variable may be provided, specified as an equals (=) followed by an initializer. The initializer is either an assignment-expression or a list of initializers enclosed in curly braces. The grammar for the initializer is:

initializer :

assignment-expression
{ initializer-list }
{ initializer-list , }

initializer-list :

initializer
initializer-list , initializer

The assignment-expression is a normal expression except that a comma (,) outside parentheses is interpreted as the end of the initializer, not as the sequence operator. As explained in more detail below, this allows creation of nested initializers: The variable type and its initializer must exactly match in terms of nesting, number of components/elements/members present at each level, and types of components/elements/members. An assignment-expression at global scope can include calls to user-defined functions.

An assignment-expression in an initializer must be either the same type as the object it initializes or be a type that can be converted to the object’s type according to “Implicit Conversions”. Since these include constructors, a composite variable can be initialized by either a constructor or an initializer list; and an element in an initializer list can be a constructor.

If an initializer is a list of initializers enclosed in curly braces, the variable being declared must be a vector, a matrix, an array, or a structure.

int i = { 1 }; // illegal, i is not a composite

A list of initializers enclosed in a matching set of curly braces is applied to one composite. This may be the variable being declared or a composite contained in the variable being declared. Individual initializers from the initializer list are applied to the elements/members of the composite, in order.

If the composite has a vector type, initializers from the list are applied to the components of the vector, in order, starting with component 0. The number of initializers must match the number of components.

If the composite has a matrix type, initializers from the list must be vector initializers and are applied to the columns of the matrix, in order, starting with column 0. The number of initializers must match the number of columns.

If the composite has a structure type, initializers from the list are applied to the members of the structure, in the order declared in the structure, starting with the first member. The number of initializers must match the number of members.

Applying these rules, the following matrix declarations are equivalent:

mat2x2 a = mat2(  vec2( 1.0, 0.0 ), vec2( 0.0, 1.0 ) );
mat2x2 b =      { vec2( 1.0, 0.0 ), vec2( 0.0, 1.0 ) };
mat2x2 c =      {     { 1.0, 0.0 },     { 0.0, 1.0 } };

All of the following declarations result in a compile-time error.

float a[2] = { 3.4, 4.2, 5.0 };         // illegal
vec2 b = { 1.0, 2.0, 3.0 };             // illegal
mat3x3 c = { vec3(0.0), vec3(1.0), vec3(2.0), vec3(3.0) }; // illegal
mat2x2 d = { 1.0, 0.0, 0.0, 1.0 };      // illegal, can't flatten nesting
struct {
    float a;
    int b;
} e = { 1.2, 2, 3 };                    // illegal

In all cases, the inner-most initializer (i.e., not a list of initializers enclosed in curly braces) applied to an object must have the same type as the object being initialized or be a type that can be converted to the object’s type according to “Implicit Conversions”. In the latter case, an implicit conversion will be done on the initializer before the assignment is done.

struct {
    float a;
    int b;
} e = { 1.2, 2 }; // legal, all types match
struct {
    float a;
    int b;
} e = { 1, 3 };   // legal, first initializer is converted

All of the following declarations result in a compile-time error.

int a = true;                         // illegal
vec4 b[2] = { vec4(0.0), 1.0 };       // illegal
mat4x2 c = { vec3(0.0), vec3(1.0) };  // illegal

struct S1 {
    vec4 a;
    vec4 b;
};

struct {
    float s;
    float t;
} d[] = { S1(vec4(0.0), vec4(1.1)) }; // illegal

If an initializer (of either form) is provided for an unsized array, the size of the array is determined by the number of top-level (non-nested) initializers within the initializer. All of the following declarations create arrays explicitly sized with five elements:

float a[] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
float b[] = { 3.4, 4.2, 5.0, 5.2, 1.1 };
float c[] = a;                          // c is explicitly size 5
float d[5] = b;                         // means the same thing

It is a compile-time error to have too few or too many initializers in an initializer list for the composite being initialized. That is, all elements of an array, all members of a structure, all columns of a matrix, and all components of a vector must have exactly one initializer expression present, with no unconsumed initializers.

4.2. Scoping

The scope of a variable is determined by where it is declared. If it is declared outside all function definitions, it has global scope, which starts from where it is declared and persists to the end of the shader it is declared in. If it is declared in a while test or a for statement, then it is scoped to the end of the following sub-statement. If it is declared in an if or else statement, it is scoped to the end of that statement. (See “Selection” and “Iteration” for the location of statements and sub-statements.) Otherwise, if it is declared as a statement within a compound statement, it is scoped to the end of that compound statement. If it is declared as a parameter in a function definition, it is scoped until the end of that function definition. A function’s parameter declarations and body together form a single scope nested in the global scope. The if statement’s expression does not allow new variables to be declared, hence does not form a new scope.

Within a declaration, the scope of a name starts immediately after the initializer if present or immediately after the name being declared if not. Several examples:

int x = 1;
{
    int x = 2, y = x; // y is initialized to 2
}

struct S
{
    int x;
};

{
    S S = S(0); // 'S' is only visible as a struct and constructor
    S;          // 'S' is now visible as a variable
}

int x = x; // Error if x has not been previously defined.
           // If the previous definition of x was in this
           // same scope, this causes a redeclaration error.

int f( /* nested scope begins here */ int k)
{
    int k = k + 3; // redeclaration error of the name k
    ...
}

int f(int k)
{
    {
        int k = k + 3; // 2nd k is parameter, initializing nested first k
        int m = k;     // use of new k, which is hiding the parameter
    }
}

For both for and while loops, the sub-statement itself does not introduce a new scope for variable names, so the following has a redeclaration compile-time error:

for ( /* nested scope begins here */ int i = 0; i < 10; i++) {
    int i; // redeclaration error
}

The body of a do-while loop introduces a new scope lasting only between the do and while (not including the while test expression), whether or not the body is simple or compound:

int i = 17;
do
    int i = 4;  // okay, in nested scope_
while (i == 0); // i is 17, scoped outside the do-while body

The statement following a switch (…​) forms a nested scope.

All variable names, structure type names, and function names in a given scope share the same name space. Function names can be redeclared in the same scope, with the same or different parameters, without error. An implicitly-sized array can be redeclared in the same scope as an array of the same base type. Otherwise, within one compilation unit, a declared name cannot be redeclared in the same scope; doing so results in a redeclaration compile-time error. If a nested scope redeclares a name used in an outer scope, it hides all existing uses of that name. There is no way to access the hidden name or make it unhidden, without exiting the scope that hid it.

The built-in functions are scoped in a scope outside the global scope that users declare global variables in. That is, a shader’s global scope, available for user-defined functions and global variables, is nested inside the scope containing the built-in functions. When a function name is redeclared in a nested scope, it hides all functions declared with that name in the outer scope. Function declarations (prototypes) cannot occur inside of functions; they must be at global scope, or for the built-in functions, outside the global scope, otherwise a compile-time error results.

Shared globals are global variables declared with the same name in independently compiled units (shaders) within the same language (i.e., same stage, e.g. vertex) that are linked together when making a single program. (Globals forming the interface between two different shader languages are discussed in other sections.) Shared globals share the same name space, and must be declared with the same type. They will share the same storage.

Shared global arrays must have the same base type and the same explicit size. An array implicitly sized in one shader can be explicitly sized by another shader in the same stage. If no shader in a stage has an explicit size for the array, the largest implicit size (one more than the largest index used) in that stage is used. There is no cross-stage array sizing. If there is no static access to an implicitly sized array within the stage declaring it, then the array is given a size of 1, which is relevant when the array is declared within an interface block that is shared with other stages or the application (other unused arrays might be eliminated by the optimizer).

Shared global scalars must have exactly the same type name and type definition. Structures must have the same name, sequence of type names, and type definitions, and member names to be considered the same type. This rule applies recursively for nested or embedded types. If a shared global has multiple initializers, the initializers must all be constant expressions, and they must all have the same value. Otherwise, a link-time error will result. (A shared global having only one initializer does not require that initializer to be a constant expression.)

4.3. Storage Qualifiers

Variable declarations may have at most one storage qualifier specified in front of the type. These are summarized as

Storage Qualifier Meaning

<none: default>

local read/write memory, or an input parameter to a function

const

a variable whose value cannot be changed

in

linkage into a shader from a previous stage, variable is copied in

out

linkage out of a shader to a subsequent stage, variable is copied out

attribute

compatibility profile only and vertex language only; same as in when in a vertex shader

uniform

value does not change across the primitive being processed, uniforms form the linkage between a shader, API, and the application

varying

compatibility profile only and vertex and fragment languages only; same as out when in a vertex shader and same as in when in a fragment shader

buffer

value is stored in a buffer object, and can be read or written both by shader invocations and the API

shared

compute shader only; variable storage is shared across all work items in a workgroup

Some input and output qualified variables can be qualified with at most one additional auxiliary storage qualifier:

Auxiliary Storage Qualifier Meaning

centroid

centroid-based interpolation

sample

per-sample interpolation

patch

per-tessellation-patch attributes

Not all combinations of qualification are allowed. Auxiliary storage qualifiers can only be used with the in or out storage qualifiers. Additional qualifier rules are defined in upcoming sections.

Local variables can only use the const storage qualifier (or use no storage qualifier).

Note that function parameters can use const, in, and out qualifiers, but as parameter qualifiers. Parameter qualifiers are discussed in “Function Calling Conventions”.

Function return types and structure members do not use storage qualifiers.

Initializers in global declarations may only be used in declarations of global variables with no storage qualifier, with a const qualifier, or with a uniform qualifier.

Global variables without storage qualifiers that are not initialized in their declaration or by the application will not be initialized, but rather will enter main() with undefined values.

When comparing an output from one shader stage to an input of a subsequent shader stage, the input and output don’t match if their auxiliary qualifiers (or lack thereof) are not the same.

4.3.1. Default Storage Qualifier

If no qualifier is present on a global variable, then the variable has no linkage to the application or shaders running on other pipeline stages. For either global or local unqualified variables, the declaration will appear to allocate memory associated with the processor it targets. This variable will provide read/write access to this allocated memory.

4.3.2. Constant Qualifier

Named compile-time constants or read-only variables can be declared using the const qualifier. The const qualifier can be used with any of the non-void transparent basic data types, as well as with structures and arrays of these. It is a compile-time error to write to a const variable outside of its declaration, so they must be initialized when declared. For example,

const vec3 zAxis = vec3 (0.0, 0.0, 1.0);
const float ceiling = a + b; // a and b not necessarily constants

Structure members may not be qualified with const. Structure variables can be declared as const, and initialized with a structure constructor or initializer.

Initializers for const declarations at global scope must be constant expressions, as defined in “Constant Expressions”.

4.3.3. Constant Expressions

SPIR-V specialization constants are expressed in GLSL as const with the layout qualifier constant_id, as described in “Specialization-Constant Qualifier.

A constant expression is one of

  • A literal value (e.g. 5 or true).

  • A variable declared with the const qualifier and an initializer, where the initializer is a constant expression. This includes both const declared with a specialization-constant layout qualifier, e.g. layout(constant_id = …​), and those declared without a specialization-constant layout qualifier.

  • Built-in variables qualified as const.

  • An expression formed by an operator on operands that are all constant expressions, including getting an element of a constant array, or a member of a constant structure, or components of a constant vector. However, the lowest precedence operators of the sequence operator (,) and the assignment operators (=, +=, …​) are not included in the operators that can create a constant expression. Also, an array access with a specialization constant as an index does not result in a constant expression.

  • Valid use of the length() method on an explicitly sized object, whether or not the object itself is constant (implicitly sized or run-time sized arrays do not return a constant expression).

  • A constructor whose arguments are all constant expressions.

  • For non-specialization constants only: The value returned by certain built-in function calls whose arguments are all constant expressions, including at least the list below. Any other built-in function that does not access memory (not the texture lookup functions, image access, atomic counter, etc.), that has a non-void return type, that has no out parameter, and is not a noise function might also be considered a constant. When a function is called with an argument that is a specialization constant, the result is not a constant expression.

    • Angle and Trigonometric Functions

      • radians

      • degrees

      • sin

      • cos

      • asin

      • acos

    • Exponential Functions

      • pow

      • exp

      • log

      • exp2

      • log2

      • sqrt

      • inversesqrt

    • Common Functions

      • abs

      • sign

      • floor

      • trunc

      • round

      • ceil

      • mod

      • min

      • max

      • clamp

    • Geometric Functions

      • length

      • dot

      • normalize

  • Function calls to user-defined functions (non-built-in functions) cannot be used to form constant expressions.

A constant integral expression is a constant expression that evaluates to a scalar signed or unsigned integer.

Constant expressions will be evaluated in an invariant way so as to create the same value in multiple shaders when the same constant expressions appear in those shaders. See “The Invariant Qualifier” for more details on how to create invariant expressions and “Precision Qualifiers” for detail on how expressions are evaluated.

Constant expressions respect the precise and invariant qualifiers but will be always be evaluated in an invariant way, independent of the use of such qualification, so as to create the same value in multiple shaders when the same constant expressions appear in those shaders. See “The Invariant Qualifier” and “The Precise Qualifier” for more details on how to create invariant expressions.

Constant-expressions may be evaluated by a host platform, and are therefore not required to compute the same value that the same expression would evaluate to on the shader execution target. However, the host must use the same or greater precision than the target would use. When the precision qualification cannot be determined, the expression is evaluated at highp. See “Default Precision Qualifiers”.

Specialization-constant expressions are never evaluated by the compiler front end, but instead retain the expression’s operations needed to evaluate them later on the host.

4.3.4. Input Variables

Shader input variables are declared with the in storage qualifier. They form the input interface between previous stages of the API pipeline and the declaring shader. Input variables must be declared at global scope. Values from the previous pipeline stage are copied into input variables at the beginning of shader execution. It is a compile-time error to write to a variable declared as an input.

Only the input variables that are statically read need to be written by the previous stage; it is allowed to have superfluous declarations of input variables. This is shown in the following table.

Treatment of Mismatched Input Variables

Consuming Shader (input variables)

No Declaration

Declared but no Static Use

Declared and Static Use

Generating Shader (output variables)

No Declaration

Allowed

Allowed

Link-Time Error

Declared but no Static Use

Allowed

Allowed

Allowed (values are undefined)

Declared and Static Use

Allowed

Allowed

Allowed (values are potentially undefined)

Consumption errors are based on static use only. Compilation may generate a warning, but not an error, for any dynamic use the compiler can deduce that might cause consumption of undefined values.

See “Built-In Variables” for a list of the built-in input names.

Vertex shader input variables (or attributes) receive per-vertex data. It is a compile-time error to use auxiliary storage or interpolation qualifiers on a vertex shader input. The values copied in are established by the API or through the use of the layout identifier location.

It is a compile-time error to declare a vertex shader input with, or that contains, any of the following types:

Example declarations in a vertex shader:

in vec4 position;
in vec3 normal;
in vec2 texCoord[4];

It is expected that graphics hardware will have a small number of fixed vector locations for passing vertex inputs. Therefore, the OpenGL Shading Language defines each non-matrix input variable as taking up one such vector location. There is an implementation-dependent limit on the number of locations that can be used, and if this is exceeded it will cause a link-time error. (Declared input variables that are not statically used do not count against this limit.) A scalar input counts the same amount against this limit as a vec4, so applications may want to consider packing groups of four unrelated float inputs together into a vector to better utilize the capabilities of the underlying hardware. A matrix input will use up multiple locations. The number of locations used will equal the number of columns in the matrix.

Tessellation control, evaluation, and geometry shader input variables get the per-vertex values written out by output variables of the same names in the previous active shader stage. For these inputs, centroid and interpolation qualifiers are allowed, but have no effect. Since tessellation control, tessellation evaluation, and geometry shaders operate on a set of vertices, each input variable (or input block, see Interface Blocks below) needs to be declared as an array. For example,

in float foo[]; // geometry shader input for vertex "out float foo"

Each element of such an array corresponds to one vertex of the primitive being processed. Each array can optionally have a size declared. For geometry shaders, the array size will be set by, (or if provided must be consistent with) the input layout declaration(s) establishing the type of input primitive, as described later in “Input Layout Qualifiers”.

Some inputs and outputs are arrayed, meaning that for an interface between two shader stages either the input or output declaration requires an extra level of array indexing for the declarations to match. For example, with the interface between a vertex shader and a geometry shader, vertex shader output variables and geometry shader input variables of the same name must have matching types, except that the geometry shader will have one more array dimension than the vertex shader, to allow for vertex indexing. If such an arrayed interface variable is not declared with the necessary additional input or output array dimension, a link-time error will result. Geometry shader inputs, tessellation control shader inputs and outputs, and tessellation evaluation inputs all have an additional level of arrayness relative to other shader inputs and outputs. These inputs and outputs are known as per-vertex-arrayed inputs and outputs. Component limits for arrayed interfaces (e.g. gl_MaxTessControlInputComponents) are limits per vertex, not limits for the entire interface.

For non-arrayed interfaces (meaning array dimensionally stays the same between stages), it is a link-time error if the input variable is not declared with the same type, including array dimensionality, as the matching output variable.

The link-time type-matching rules apply to all declared input and output variables, whether or not they are used.

Additionally, tessellation evaluation shaders support per-patch input variables declared with the patch and in qualifiers. Per-patch input variables are filled with the values of per-patch output variables written by the tessellation control shader. Per-patch inputs may be declared as one-dimensional arrays, but are not indexed by vertex number. Applying the patch qualifier to inputs can only be done in tessellation evaluation shaders. As with other input variables, per-patch inputs must be declared using the same type and qualification as per-patch outputs from the previous (tessellation control) shader stage. It is a compile-time error to use patch with inputs in any other stage.

It is a compile-time error to declare a tessellation control, tessellation evaluation or geometry shader input with, or that contains, any of the following types:

Fragment shader inputs get per-fragment values, typically interpolated from a previous stage’s outputs. The auxiliary storage qualifiers centroid and sample can also be applied, as well as the interpolation qualifiers flat, noperspective, and smooth.

It is a compile-time error to declare a fragment shader input with, or that contains, any of the following types:

Fragment shader inputs that are, or contain, integral or double-precision floating-point types must be qualified with the interpolation qualifier flat.

Fragment inputs are declared as in the following examples:

in vec3 normal;
centroid in vec2 TexCoord;
noperspective in float temperature;
flat in vec3 myColor;
noperspective centroid in vec2 myTexCoord;

The fragment shader inputs form an interface with the last active shader in the vertex processing pipeline. For this interface, the last active shader stage output variables and fragment shader input variables of the same name must match in type and qualification, with a few exceptions: The storage qualifiers must, of course, differ (one is in and one is out). Also, interpolation qualification (e.g. flat) and auxiliary qualification (e.g. centroid) may differ. These mismatches are allowed between any pair of stages. When interpolation or auxiliary qualifiers do not match, those provided in the fragment shader supersede those provided in previous stages. If any such qualifiers are completely missing in the fragment shaders, then the default is used, rather than any qualifiers that may have been declared in previous stages. That is, what matters is what is declared in the fragment shaders, not what is declared in shaders in previous stages.

When an interface between shader stages is formed using shaders from two separate program objects, it is not possible to detect mismatches between inputs and outputs when the programs are linked. When there are mismatches between inputs and outputs on such interfaces, the values passed across the interface will be partially or completely undefined.

Shaders can ensure matches across such interfaces either by using input and output layout qualifiers (sections “Input Layout Qualifiers” and “Output Layout Qualifiers”) or by using identical input and output declarations of blocks or variables. Complete rules for interface matching are found in section 7.4.1 “Shader Interface Matching” of the OpenGL Specification.

Compute shaders do not permit user-defined input variables and do not form a formal interface with any other shader stage. See “Compute Shader Special Variables” for a description of built-in compute shader input variables. All other input to a compute shader is retrieved explicitly through image loads, texture fetches, loads from uniforms or uniform buffers, or other user supplied code. Redeclaration of built-in input variables in compute shaders is not permitted.

4.3.5. Uniform Variables

The uniform qualifier is used to declare global variables whose values are the same across the entire primitive being processed. All uniform variables are read-only and are initialized externally either at link time or through the API. The link-time initial value is either the value of the variable’s initializer, if present, or 0 if no initializer is present. Opaque types cannot have initializers, or a compile-time error results. When targeting Vulkan, it is a compile-time error to declare uniform variables outside a block.

Example declarations are:

uniform vec4 lightPosition;
uniform vec3 color = vec3(0.7, 0.7, 0.2); // value assigned at link time

The uniform qualifier can be used with any of the basic data types, or when declaring a variable whose type is a structure, or an array of any of these.

There is an implementation-dependent limit on the amount of storage for uniforms that can be used for each type of shader and if this is exceeded it will cause a compile-time or link-time error. Uniform variables that are declared but not used do not count against this limit. The number of user-defined uniform variables and the number of built-in uniform variables that are used within a shader are added together to determine whether available uniform storage has been exceeded.

Uniforms in shaders all share a single global name space when linked into a program or separable program. Hence, the types, initializers, and any location specifiers of all statically used uniform variables with the same name must match across all shaders that are linked into a single program. However it is not required to repeat the initializer or location specifier in all the linked shaders. While this single uniform name space is cross stage, a uniform variable name’s scope is per stage: If a uniform variable name is declared in one stage (e.g. a vertex shader) but not in another (e.g. a fragment shader), then that name is still available in the other stage for a different use.

4.3.6. Output Variables

Shader output variables are declared with the out storage qualifier. They form the output interface between the declaring shader and the subsequent stages of the API pipeline. Output variables must be declared at global scope. During shader execution they will behave as normal unqualified global variables. Their values are copied out to the subsequent pipeline stage on shader exit. Only output variables that are read by the subsequent pipeline stage need to be written; it is allowed to have superfluous declarations of output variables.

There is not an inout storage qualifier for declaring a single variable name as both input and output to a shader. Also, a variable cannot be declared with both the in and the out qualifiers, this will result in a compile-time or link-time error. Output variables must be declared with different names than input variables. However, nesting an input or output inside an interface block with an instance name allows the same names with one referenced through a block instance name.

Vertex, tessellation evaluation, and geometry output variables output per-vertex data and are declared using the out storage qualifier. Applying patch to an output can only be done in a tessellation control shader. It is a compile-time error to use patch on outputs in any other stage.

It is a compile-time error to declare a vertex, tessellation evaluation, tessellation control, or geometry shader output with, or that contains, any of the following types:

Individual outputs are declared as in the following examples:

out vec3 normal;
centroid out vec2 TexCoord;
invariant centroid out vec4 Color;
flat out vec3 myColor;
sample out vec4 perSampleColor;

These can also appear in interface blocks, as described in “Interface Blocks”. Interface blocks allow simpler addition of arrays to the interface from vertex to geometry shader. They also allow a fragment shader to have the same input interface as a geometry shader for a given vertex shader.

Tessellation control shader output variables are used to output per-vertex and per-patch data. Per-vertex output variables are arrayed (see arrayed under “Input Variables”) and declared using the out qualifier without the patch qualifier. Per-patch output variables are declared using the patch and out qualifiers.

Since tessellation control shaders produce an arrayed primitive comprising multiple vertices, each per-vertex output variable (or output block, see Interface Blocks below) needs to be declared as an array. For example,

out float foo[]; // feeds next stage input "in float foo[]"

Each element of such an array corresponds to one vertex of the primitive being produced. Each array can optionally have a size declared. The array size will be set by (or if provided must be consistent with) the output layout declaration(s) establishing the number of vertices in the output patch, as described later in “Tessellation Control Outputs”.

Each tessellation control shader invocation has a corresponding output patch vertex, and may assign values to per-vertex outputs only if they belong to that corresponding vertex. If a per-vertex output variable is used as an l-value, it is a compile-time or link-time error if the expression indicating the vertex index is not the identifier gl_InvocationID.

The order of execution of a tessellation control shader invocation relative to the other invocations for the same input patch is undefined unless the built-in function barrier() is used. This provides some control over relative execution order. When a shader invocation calls barrier(), its execution pauses until all other invocations have reached the same point of execution. Output variable assignments performed by any invocation executed prior to calling barrier() will be visible to any other invocation after the call to barrier() returns.

Because tessellation control shader invocations execute in undefined order between barriers, the values of per-vertex or per-patch output variables will sometimes be undefined. Consider the beginning and end of shader execution and each call to barrier() as synchronization points. The value of an output variable will be undefined in any of the three following cases:

  1. At the beginning of execution.

  2. At each synchronization point, unless

    • the value was well-defined after the previous synchronization point and was not written by any invocation since, or

    • the value was written by exactly one shader invocation since the previous synchronization point, or

    • the value was written by multiple shader invocations since the previous synchronization point, and the last write performed by all such invocations wrote the same value.

  3. When read by a shader invocation, if

    • the value was undefined at the previous synchronization point and has not been written by the same shader invocation since, or

    • the output variable is written to by any other shader invocation between the previous and next synchronization points, even if that assignment occurs in code following the read.

Fragment outputs output per-fragment data and are declared using the out storage qualifier. It is a compile-time error to use auxiliary storage qualifiers or interpolation qualifiers in a fragment shader output declaration. It is a compile-time error to declare a fragment shader output with, or that contains, any of the following types:

  • A boolean type

  • A double-precision scalar or vector (double, dvec2, dvec3, dvec4)

  • An opaque type

  • A matrix type

  • A structure

Fragment outputs are declared as in the following examples:

out vec4 FragmentColor;
out uint Luminosity;

Compute shaders have no built-in output variables, do not support user-defined output variables and do not form a formal interface with any other shader stage. All outputs from a compute shader take the form of the side effects such as image stores and operations on atomic counters.

4.3.7. Buffer Variables

The buffer qualifier is used to declare global variables whose values are stored in the data store of a buffer object bound through the API. Buffer variables can be read and written, with the underlying storage shared among all active shader invocations. Buffer variable memory reads and writes within a single shader invocation are processed in order. However, the order of reads and writes performed in one invocation relative to those performed by another invocation is largely undefined. Buffer variables may be qualified with memory qualifiers affecting how the underlying memory is accessed, as described in “Memory Qualifiers”.

The buffer qualifier can be used to declare interface blocks (see “Interface Blocks”), which are then referred to as shader storage blocks. It is a compile-time error to declare buffer variables outside a block.

// use buffer to create a buffer block (shader storage block)
buffer BufferName { // externally visible name of buffer
    int count;      // typed, shared memory...
    ...             // ...
    vec4 v[];       // last member may be an array that is not sized
                    // until after link time (dynamically sized)
} Name;             // name of block within the shader

There are implementation-dependent limits on the number of shader storage blocks used for each type of shader, the combined number of shader storage blocks used for a program, and the amount of storage required by each individual shader storage block. If any of these limits are exceeded, it will cause a compile-time or link-time error.

If multiple shaders are linked together, then they will share a single global buffer variable name space. Hence, the types of all declared buffer variables with the same name must match across all shaders that are linked into a single program.

4.3.8. Shared Variables

The shared qualifier is used to declare global variables that have storage shared between all work items in a compute shader workgroup. Variables declared as shared may only be used in compute shaders (see “Compute Processor”). Any other declaration of a shared variable is a compile-time error. Shared variables are implicitly coherent (see “Memory Qualifiers”).

Variables declared as shared may not have initializers and their contents are undefined at the beginning of shader execution. Any data written to shared variables will be visible to other work items (executing the same shader) within the same workgroup.

In the absence of synchronization, the order of reads and writes to the same shared variable by different invocations of a shader is not defined.

In order to achieve ordering with respect to reads and writes to shared variables, control flow barriers must be employed using the barrier() function (see “Shader Invocation Control Functions”).

There is a limit to the total size of all variables declared as shared in a single program. This limit, expressed in units of basic machine units may be determined by using the OpenGL API to query the value of MAX_COMPUTE_SHARED_MEMORY_SIZE.

4.3.9. Interface Blocks

Input, output, uniform, and buffer variable declarations can be grouped into named interface blocks to provide coarser granularity backing than is achievable with individual declarations. They can have an optional instance name, used in the shader to reference their members. An output block of one programmable stage is backed by a corresponding input block in the subsequent programmable stage. A uniform block is backed by the application with a buffer object. A buffer block, also known as a shader storage block, is also backed by the application with a buffer object. It is a compile-time error to have an input block in a vertex shader or an output block in a fragment shader. These uses are reserved for future use.

An interface block declaration is defined in the grammar as follows:

interface-block :

type_qualifier block-name { member-list } instance-nameopt ;

block-name :

identifier

member-list :

member-declaration
member-declaration member-list

member-declaration :

layout-qualifieropt qualifiersopt type declarators ;

instance-name :

identifier
identifier array-specifier

Each of the above elements is discussed below.

First, an example,

uniform Transform {
    mat4 ModelViewMatrix;
    mat4 ModelViewProjectionMatrix;
    uniform mat3 NormalMatrix;      // allowed restatement of qualifier
    float Deformation;
};

The above establishes a uniform block named “Transform” with four uniforms grouped inside it.

type-qualifier determines the interface of which the block will be a part and, optionally, additional qualifiers that are applied to the block. It is a compile-time error if it does not include one of the storage qualifiers in, out, uniform or buffer. It may optionally include layout qualifiers, the auxiliary storage qualifier patch, and the precise qualifier. buffer blocks may additionally include [memory qualifiers]. It is a compile-time error to include any other qualifiers.

member-list declares the variables that are to be grouped into the block. Types and declarators are the same as for other input, output, uniform, and buffer variable declarations outside blocks, with these exceptions:

  • Initializers are not allowed

  • Opaque types are not allowed

  • Structure definitions cannot be nested inside a block

Any of these would result in a compile-time error.

If no optional qualifier is used in a member-declaration, the qualification of the member includes all in, out, patch, uniform, or buffer as determined by interface-qualifier. If optional qualifiers are used, they can include interpolation qualifiers, auxiliary storage qualifiers, precision qualifiers, and storage qualifiers and they must declare an input, output, or uniform member consistent with the interface qualifier of the block: Input variables, output variables, uniform variables, and buffer members can only be in in blocks, out blocks, uniform blocks, and shader storage blocks, respectively.

Repeating the in, out, patch, uniform, or buffer interface qualifier for a member’s storage qualifier is optional. For example,

in Material {
    smooth in vec4 Color1; // legal, input inside in block
    smooth vec4 Color2;    // legal, 'in' inherited from 'in Material'
    vec2 TexCoord;         // legal, TexCoord is an input
    uniform float Atten;   // illegal, mismatched storage qualifier
};

Members of uniform or buffer storage blocks are always represented in memory as highp, regardless of any precision qualifier associated with the declaration. When values are read from or written to such variables they are converted to or from the declared precision as described in Conversion Between Precisions. Operations on the values within the shader will take place using the declared precision as normal.

A shader interface is defined to be one of these:

  • All the uniform variables and uniform blocks declared in a program. This spans all compilation units linked together within one program.

  • All the buffer blocks declared in a program.

  • The boundary between adjacent programmable pipeline stages: This spans all the outputs declared in all compilation units of the first stage and all the inputs declared in all compilation units of the second stage. Note that for the purposes of this definition, the fragment shader and the preceding shader are considered to have a shared boundary even though in practice, all values passed to the fragment shader first pass through the rasterizer and interpolator.

The block name (block-name) is used to match within shader interfaces: an output block of one pipeline stage will be matched to an input block with the same name in the subsequent pipeline stage. For uniform or shader storage blocks, the application uses the block name to identify the block. Block names have no other use within a shader beyond interface matching; it is a compile-time error to use a block name at global scope for anything other than as a block name (e.g. use of a block name for a global variable name or function name is currently reserved). It is a compile-time error to use the same block name for more than one block declaration in the same shader interface (as defined above) within one shader, even if the block contents are identical.

Matched block names within a shader interface (as defined above) must match in terms of having the same number of declarations with the same sequence of types and the same sequence of member names, as well as having matching member-wise layout qualification (see next section). Matched uniform or shader storage block names (but not input or output block names) must also either all be lacking an instance name or all having an instance name, putting their members at the same scoping level. When instance names are present on matched block names, it is allowed for the instance names to differ; they need not match for the blocks to match. Furthermore, if a matching block is declared as an array, then the array sizes must also match (or follow array matching rules for the shader interface between consecutive shader stages). Any mismatch will generate a link-time error. A block name is allowed to have different definitions in different shader interfaces within the same shader, allowing, for example, an input block and output block to have the same name.

If an instance name (instance-name) is not used, the names declared inside the block are scoped at the global level and accessed as if they were declared outside the block. If an instance name (instance-name) is used, then it puts all the members inside a scope within its own name space, accessed with the field selector (.) operator (analogously to structures). For example,

in Light {
    vec4 LightPos;
    vec3 LightColor;
};
in ColoredTexture {
    vec4 Color;
    vec2 TexCoord;
} Material;           // instance name
vec3 Color;           // different Color than Material.Color
vec4 LightPos;        // illegal, already defined
...
... = LightPos;       // accessing LightPos
... = Material.Color; // accessing Color in ColoredTexture block

Outside the shading language (i.e., in the API), members are similarly identified except the block name is always used in place of the instance name (API accesses are to shader interfaces, not to shaders). If there is no instance name, then the API does not use the block name to access a member, just the member name.

Within a shader interface, all declarations of the same global name must be for the same object and must match in type and in whether they declare a variable or member of a block with no instance name. The API also needs this name to uniquely identify an object in the shader interface. It is a link-time error if any particular shader interface contains

  • two different blocks, each having no instance name, and each having a member of the same name, or

  • a variable outside a block, and a block with no instance name, where the variable has the same name as a member in the block.

out Vertex {
    vec4 Position;  // API transform/feedback will use "Vertex.Position"
    vec2 Texture;
} Coords;           // shader will use "Coords.Position"
out Vertex2 {
    vec4 Color;     // API will use "Color"
    float Color2;
};

// in same program as Vertex2 above:
out Vertex3 {
    float Intensity;
    vec4 Color;     // ERROR, name collision with Color in Vertex2
};
float Color2;       // ERROR, collides with Color2 in Vertex2

For blocks declared as arrays, the array index must also be included when accessing members, as in this example

uniform Transform { // API uses "Transform[2]" to refer to instance 2
    mat4 ModelViewMatrix;
    mat4 ModelViewProjectionMatrix;
    vec4 a[]; // array will get implicitly sized
    float Deformation;
} transforms[4];
...
... = transforms[2].ModelViewMatrix; // shader access of instance 2
// API uses "Transform.ModelViewMatrix" to query an offset or other query
transforms[x].a.length(); // same length for 'a' for all x
Transform[x];             // illegal, must use 'transforms'
Transform.a.length();     // illegal, must use 'transforms'
...transforms[2].a[3]...  // if these are the only two dereferences of 'a',
...transforms[3].a[7]...  // then 'a' must be size 8, for all
transforms[x]

For uniform or shader storage blocks declared as an array, each individual array element corresponds to a separate buffer object bind range, backing one instance of the block. As the array size indicates the number of buffer objects needed, uniform and shader storage block array declarations must specify an array size. A uniform or shader storage block array can only be indexed with a dynamically uniform integral expression, otherwise results are undefined.

When using OpenGL API entry points to identify the name of an individual block in an array of blocks, the name string may include an array index (e.g. Transform[2]). When using OpenGL API entry points to refer to offsets or other characteristics of a block member, an array index must not be specified (e.g. Transform.ModelViewMatrix).

Tessellation control, tessellation evaluation and geometry shader input blocks must be declared as arrays and follow the array declaration and linking rules for all shader inputs for the respective stages. All other input and output block arrays must specify an array size.

There are implementation-dependent limits on the number of uniform blocks and the number of shader storage blocks that can be used per stage. If either limit is exceeded, it will cause a link-time error.

4.4. Layout Qualifiers

Layout qualifiers can appear in several forms of declaration. They can appear as part of an interface block definition or block member, as shown in the grammar in the previous section. They can also appear with just an interface-qualifier to establish layouts of other declarations made with that qualifier:

layout-qualifier interface-qualifier ;

Or, they can appear with an individual variable declared with an interface qualifier:

layout-qualifier interface-qualifier declaration ;

Declarations of layouts can only be made at global scope or block members, and only where indicated in the following subsections; their details are specific to what the interface qualifier is, and are discussed individually.

The layout-qualifier expands to:

layout-qualifier :

layout ( layout-qualifier-id-list )

layout-qualifier-id-list :

layout-qualifier-id
layout-qualifier-id , layout-qualifier-id-list

layout-qualifier-id :

layout-qualifier-name
layout-qualifier-name = layout-qualifier-value
shared

layout-qualifier-value :

integer-constant-expression

The tokens used for layout-qualifier-name are identifiers, not keywords, however, the shared keyword is allowed as a layout-qualifier-id. Generally, they can be listed in any order. Order-dependent meanings exist only if explicitly called out below. Similarly, these identifiers are not case sensitive, unless explicitly noted otherwise.

More than one layout qualifier may appear in a single declaration. Additionally, the same layout-qualifier-name can occur multiple times within a layout qualifier or across multiple layout qualifiers in the same declaration. When the same layout-qualifier-name occurs multiple times, in a single declaration, the last occurrence overrides the former occurrence(s). Further, if such a layout-qualifier-name will affect subsequent declarations or other observable behavior, it is only the last occurrence that will have any effect, behaving as if the earlier occurrence(s) within the declaration are not present. This is also true for overriding layout-qualifier-name, where one overrides the other (e.g. row_major vs. column_major); only the last occurrence has any effect.

integer-constant-expression is defined in “Constant Expressions” as constant integral expression, with it being a compile-time error for integer-constant-expression to be a specialization constant.

The following table summarizes the use of layout qualifiers. It shows for each one what kinds of declarations it may be applied to. These are all discussed in detail in the following sections.

Layout Qualifier Qualifier Only Individual Variable Block Block Member Allowed Interfaces

shared
packed
std140
std430

X

X

uniform / buffer

row_major
column_major

X

X

X

binding =

opaque types only

X

offset =

atomic counters only

X

align =

X

X

set =

opaque types only

X

uniform / buffer (Vulkan only)

push_constant

X

uniform (Vulkan only)

input_attachment_index =

subpass types only

uniform (Vulkan only)

location =

X

uniform / buffer and subroutine variables

location =

X

X

X

all in / out, except for compute

component =

X

X

index =

X

fragment out and subroutine functions

triangles
quads
isolines

X

tessellation evaluation in

equal_spacing
fractional_even_spacing
fractional_odd_spacing

X

tessellation evaluation in

cw
ccw

X

tessellation evaluation in

point_mode

X

tessellation evaluation in

points

X

geometry in/out

[ points ]
lines
lines_adjacency
triangles
triangles_adjacency

X

geometry in

invocations =

X

geometry in

origin_upper_left
pixel_center_integer

gl_FragCoord only

fragment in

early_fragment_tests

X

local_size_x =
local_size_y =
local_size_z =

X

compute in

local_size_x_id =
local_size_y_id =
local_size_z_id =

X

compute in (SPIR-V only)

xfb_buffer =
xfb_stride =

X

X

X

X

vertex, tessellation, and geometry out

xfb_offset =

X

X

X

vertices =

X

tessellation control out

[ points ]
line_strip
triangle_strip

X

geometry out

max_vertices =

X

stream =

X

X

X

X

depth_any
depth_greater
depth_less
depth_unchanged

gl_FragDepth only

fragment out

constant_id =

scalar only

const (SPIR-V only)

rgba32f
rgba16f
rg32f
rg16f
r11f_g11f_b10f
r32f
r16f
rgba16
rgb10_a2
rgba8
rg16
rg8
r16
r8
rgba16_snorm
rgba8_snorm
rg16_snorm
rg8_snorm
r16_snorm
r8_snorm
rgba32i
rgba16i
rgba8i
rg32i
rg16i
rg8i
r32i
r16i
r8i
rgba32ui
rgba16ui
rgb10_a2ui
rgba8ui
rg32ui
rg16ui
rg8ui
r32ui
r16ui
r8ui

image types only

uniform

4.4.1. Input Layout Qualifiers

Layout qualifiers specific to a particular shader language are discussed in separate sections below.

All shaders except compute shaders allow location layout qualifiers on input variable declarations, input block declarations, and input block member declarations. Of these, variables and block members (but not blocks) additionally allow the component layout qualifier.

layout-qualifier-id :

location = layout-qualifier-value
component = layout-qualifier-value

For example,

layout(location = 3) in vec4 normal;
const int start = 6;
layout(location = start + 2) in vec4 v;

will establish that the shader input normal is assigned to vector location number 3 and v is assigned location number 8. For vertex shader inputs, the location specifies the number of the vertex attribute from which input values are taken. For inputs of all other shader types, the location specifies a vector number that can be used to match against outputs from a previous shader stage, even if that shader is in a different program object.

The following language describes how many locations are consumed by a given type. However, geometry shader inputs, tessellation control shader inputs and outputs, and tessellation evaluation inputs all have an additional level of arrayness relative to other shader inputs and outputs. This outer array level is removed from the type before considering how many locations the type consumes.

Except when targeting Vulkan, if a vertex shader input is any scalar or vector type, it will consume a single location. If a non-vertex shader input, or any stage input when targeting Vulkan, is a scalar or vector type other than dvec3 or dvec4, it will consume a single location, while types dvec3 or dvec4 will consume two consecutive locations.

If the declared input (after potentially removing an outer array level as just described above) is an array of size n and each of the elements takes m locations, it will be assigned m * n consecutive locations starting with the location specified. For example,

layout(location = 6) in vec4 colors[3];

will establish that the shader input colors is assigned to vector location numbers 6, 7, and 8.

If the declared input is an n × m matrix, it will be assigned multiple locations starting with the location specified. The number of locations assigned for each matrix will be the same as for an n-element array of m-component vectors. For example,

layout(location = 9) in mat4 transforms[2];

will establish that shader input transforms is assigned to vector locations 9-16, with transforms[0] being assigned to locations 9-12, and transforms[1] being assigned to locations 13-16.

If the declared input is a structure or block, its members will be assigned consecutive locations in their order of declaration, with the first member assigned the location provided in the layout qualifier. For a structure, this process applies to the entire structure. It is a compile-time error to use a location qualifier on a member of a structure. For a block, this process applies to the entire block, or until the first member is reached that has a location layout qualifier.

When a block member is declared with a location qualifier, its location comes from that qualifier; the member’s location qualifier overrides the block-level declaration. Subsequent members are again assigned consecutive locations, based on the newest location, until the next member declared with a location qualifier. The values used for locations do not have to be declared in increasing order.

If a block has no block-level location layout qualifier, it is required that either all or none of its members have a location layout qualifier, or a compile-time error results. For some blocks declared as arrays, the location can only be applied at the block level: When a block is declared as an array where additional locations are needed for each member for each block array element, it is a compile-time error to specify locations on the block members. That is, when locations would be under specified by applying them on block members, they are not allowed on block members. For arrayed interfaces (those generally having an extra level of arrayness due to interface expansion), the outer array is stripped before applying this rule.

When generating SPIR-V, all in and out qualified user-declared (non built-in) variables and blocks (or all their members) must have a shader-specified location. Otherwise, a compile-time error is generated.

The locations consumed by block and structure members are determined by applying the rules above recursively as though the structure member were declared as an input variable of the same type. For example:

layout(location = 3) in struct S
{
    vec3 a;                      // gets location 3
    mat2 b;                      // gets locations 4 and 5
    vec4 c[2];                   // gets locations 6 and 7
    layout(location = 8) vec2 A; // ERROR, can't use on struct member
} s;
layout(location = 4) in block
{
    vec4 d;                      // gets location 4
    vec4 e;                      // gets location 5
    layout(location = 7) vec4 f; // gets location 7
    vec4 g;                      // gets location 8
    layout(location = 1) vec4 h; // gets location 1
    vec4 i;                      // gets location 2
    vec4 j;                      // gets location 3
    vec4 k;                      // ERROR, location 4 already used
};

The number of input locations available to a shader is limited. For vertex shaders, the limit is the advertised number of vertex attributes. For all other shaders, the limit is implementation-dependent and must be no less than one fourth of the advertised maximum input component count.

A program will fail to link if any attached shader uses a location greater than or equal to the number of supported locations, unless device-dependent optimizations are able to make the program fit within available hardware resources.

A program will fail to link if explicit location assignments leave the linker unable to find space for other variables without explicit assignments.

For the purposes of determining if a non-vertex input matches an output from a previous shader stage, the location layout qualifier (if any) must match.

If a vertex shader input variable with no location assigned in the shader text has a location specified through the OpenGL API, the API-assigned location will be used. Otherwise, such variables will be assigned a location by the linker. See section 11.1.1 “Vertex Attributes” of the OpenGL Specification for more details. A link-time error will occur if an input variable is declared in multiple shaders of the same language with conflicting locations.

The component qualifier allows the location to be more finely specified for scalars and vectors, down to the individual components within a location that are consumed. It is a compile-time error to use component without also specifying the location qualifier (order does not matter). The components within a location are 0, 1, 2, and 3. A variable or block member starting at component N will consume components N, N+1, N+2, …​ up through its size. It is a compile-time error if this sequence of components gets larger than 3. A scalar double will consume two of these components, and a dvec2 will consume all four components available within a location. A dvec3 or dvec4 can only be declared without specifying a component. A dvec3 will consume all four components of the first location and components 0 and 1 of the second location. This leaves components 2 and 3 available for other component-qualified declarations.

For example:

// a consumes components 2 and 3 of location 4
layout(location = 4, component = 2) in vec2 a;

// b consumes component 1 of location 4
layout(location = 4, component = 1) in float b;

// ERROR: c overflows component 3
layout(location = 3, component = 2) in vec3 c;

// d consumes components 2 and 3 of location 5
layout(location = 5, component = 2) in double d;

// ERROR: e overflows component 3 of location 6
layout(location = 6, component = 2) in dvec2 e;

// ERROR: f overlaps with g
layout(location = 7, component = 0) in vec2 f;
layout(location = 7, component = 1) in float g;

layout(location = 8) in dvec3 h; // components 0,1,2 and 3 of location 8
                                 // and components 0 and 1 of location 9
layout(location = 9, component = 2) in double i; // okay, compts 2 and 3

If the variable is an array, each element of the array, in order, is assigned to consecutive locations, but all at the same specified component within each location. For example:

// component 3 is consumed in each of 6 locations
layout(location = 2, component = 3) in float d[6];

That is, location 2 component 3 will hold d[0], location 3 component 3 will hold d[1], …​, up through location 7 component 3 holding d[5].

This allows packing of two arrays into the same set of locations:

// e consumes beginning (components 0, 1 and 2) of each of 6 slots
layout(location = 0, component = 0) in vec3 e[6];

// f consumes last component of the same 6 slots
layout(location = 0, component = 3) in float f[6];

If applying this to an array of arrays, all levels of arrayness are removed to get to the elements that are assigned per location to the specified component. These non-arrayed elements will fill the locations in the order specified for arrays of arrays in “Arrays”.

It is a compile-time error to apply the component qualifier to a matrix, a structure, a block, or an array containing any of these. It is a compile-time error to use component 1 or 3 as the beginning of a double or dvec2. It is a link-time error to specify different components for the same variable within a program.

Location aliasing is causing two variables or block members to have the same location number. Component aliasing is assigning the same (or overlapping) component numbers for two location aliases. (Recall if component is not used, components are assigned starting with 0.) With one exception, location aliasing is allowed only if it does not cause component aliasing; it is a compile-time or link-time error to cause component aliasing. Further, when location aliasing, the aliases sharing the location must have the same underlying numerical type and bit width (floating-point or integer, 32-bit versus 64-bit, etc.) and the same auxiliary storage and interpolation qualification. The one exception where component aliasing is permitted is when targeting OpenGL for two input variables (not block members) to a vertex shader, which are allowed to have component aliasing. This vertex-variable component aliasing is intended only to support vertex shaders where each execution path accesses at most one input per aliased component. Implementations are permitted, but not required, to generate link-time errors if they detect that every path through the vertex shader executable accesses multiple inputs aliased to any single component.

Tessellation Evaluation Inputs

Additional input layout qualifier identifiers allowed for tessellation evaluation shaders are described below.

layout-qualifier-id :

primitive_mode
vertex_spacing
ordering
point_mode

The primitive-mode is used to specify a tessellation primitive mode to be used by the tessellation primitive generator.

primitive-mode:

triangles
quads
isolines

If present, the primitive-mode specifies that the tessellation primitive generator should subdivide a triangle into smaller triangles, a quad into triangles, or a quad into a collection of lines, respectively.

A second group of layout identifiers, vertex spacing, is used to specify the spacing used by the tessellation primitive generator when subdividing an edge.

vertex-spacing:

equal_spacing
fractional_even_spacing
fractional_odd_spacing

equal_spacing specifies that edges should be divided into a collection of equal-sized segments;

fractional_even_spacing specifies that edges should be divided into an even number of equal-length segments plus two additional shorter “fractional” segments; or

fractional_odd_spacing specifies that edges should be divided into an odd number of equal-length segments plus two additional shorter “fractional” segments.

A third group of layout identifiers, ordering, specifies whether the tessellation primitive generator produces triangles in clockwise or counter-clockwise order, according to the coordinate system depicted in the OpenGL Specification.

ordering:

cw
ccw

The identifiers cw and ccw indicate clockwise and counter-clockwise triangles, respectively. If the tessellation primitive generator does not produce triangles, the order is ignored.

Finally, point mode indicates that the tessellation primitive generator should produce one point for each distinct vertex in the subdivided primitive, rather than generating lines or triangles.

point-mode:

point_mode

Any or all of these identifiers may be specified one or more times in a single input layout declaration. If primitive mode, vertex spacing, or ordering is declared more than once in the tessellation evaluation shaders of a program, all such declarations must use the same identifier.

At least one tessellation evaluation shader (compilation unit) in a program must declare a primitive mode in its input layout. Declaring vertex spacing, ordering, or point mode identifiers is optional. It is not required that all tessellation evaluation shaders in a program declare a primitive mode. If spacing or vertex ordering declarations are omitted, the tessellation primitive generator will use equal spacing or counter-clockwise vertex ordering, respectively. If a point mode declaration is omitted, the tessellation primitive generator will produce lines or triangles according to the primitive mode.

Geometry Shader Inputs

Additional layout qualifier identifiers for geometry shader inputs include primitive identifiers and an invocation count identifier:

layout-qualifier-id :

points
lines
lines_adjacency
triangles
triangles_adjacency
invocations = layout-qualifier-value

The identifiers points, lines, lines_adjacency, triangles, and triangles_adjacency are used to specify the type of input primitive accepted by the geometry shader, and only one of these is accepted. At least one geometry shader (compilation unit) in a program must declare this input primitive layout, and all geometry shader input layout declarations in a program must declare the same layout. It is not required that all geometry shaders in a program declare an input primitive layout.

The identifier invocations is used to specify the number of times the geometry shader executable is invoked for each input primitive received. Invocation count declarations are optional. If no invocation count is declared in any geometry shader in a program, the geometry shader will be run once for each input primitive. If an invocation count is declared, all such declarations must specify the same count. If a shader specifies an invocation count greater than the implementation-dependent maximum, or less than or equal to zero, a compile-time error results.

For example,

layout(triangles, invocations = 6) in;

will establish that all inputs to the geometry shader are triangles and that the geometry shader executable is run six times for each triangle processed.

All geometry shader input unsized array declarations will be sized by an earlier input primitive layout qualifier, when present, as per the following table.

Layout Size of Input Arrays

points

1

lines

2

lines_adjacency

4

triangles

3

triangles_adjacency

6

The intrinsically declared input array gl_in[] will also be sized by any input primitive-layout declaration. Hence, the expression

gl_in.length()

will return the value from the table above.

For inputs declared without an array size, including intrinsically declared inputs (i.e., gl_in), a layout must be declared before any use of the method length() or other any array use that requires the array size to be known.

It is a compile-time error if a layout declaration’s array size (from the table above) does not match all the explicit array sizes specified in declarations of an input variables in the same shader. The following includes examples of compile-time errors:

// code sequence within one shader...
in vec4 Color1[];     // legal, size still unknown
in vec4 Color2[2];    // legal, size is 2
in vec4 Color3[3];    // illegal, input sizes are inconsistent
layout(lines) in;     // legal for Color2, input size is 2, matching Color2
in vec4 Color4[3];    // illegal, contradicts layout of lines
layout(lines) in;     // legal, matches other layout() declaration
layout(triangles) in; // illegal, does not match earlier layout() declaration

It is a link-time error if not all provided sizes (sized input arrays and layout size) match across all geometry shaders in a program.

Fragment Shader Inputs

Additional fragment layout qualifier identifiers include the following for gl_FragCoord :

layout-qualifier-id :

origin_upper_left
pixel_center_integer

By default, gl_FragCoord in OpenGL assumes a lower-left origin for window coordinates and assumes pixel centers are located at half-pixel coordinates. For example, the (x, y) location (0.5, 0.5) is returned for the lower-left-most pixel in a window. The origin can be changed by redeclaring gl_FragCoord with the origin_upper_left qualifier, moving the origin of gl_FragCoord to the upper left of the window, with y increasing in value toward the bottom of the window. The values returned can also be shifted by half a pixel in both x and y by pixel_center_integer so it appears the pixels are centered at whole number pixel offsets. This moves the (x, y) value returned by gl_FragCoord of (0.5, 0.5) by default, to (0.0, 0.0) with pixel_center_integer.

Targeting Vulkan will assume and require an upper-left origin for gl_FragCoord with pixel centers located at half-pixel coordinates. This origin can be explicitly set by redeclaring gl_FragCoord with the origin_upper_left identifier.

Redeclarations are done as follows

in vec4 gl_FragCoord; // redeclaration that changes nothing is allowed

// All the following are allowed redeclaration that change behavior
layout(origin_upper_left) in vec4 gl_FragCoord;
layout(pixel_center_integer) in vec4 gl_FragCoord;
layout(origin_upper_left, pixel_center_integer) in vec4 gl_FragCoord;

If gl_FragCoord is redeclared in any fragment shader in a program, it must be redeclared in all the fragment shaders in that program that have a static use gl_FragCoord. All redeclarations of gl_FragCoord in all fragment shaders in a single program must have the same set of qualifiers. Within any shader, the first redeclarations of _glFragCoord must appear before any use of gl_FragCoord. The built-in gl_FragCoord is only predeclared in fragment shaders, so redeclaring it in any other shader language results in a compile-time error.

Redeclaring glFragCoord with origin_upper_left and/or pixel_center_integer qualifiers only affects gl_FragCoord.x and gl_FragCoord.y. It has no effect on rasterization, transformation, or any other part of the API pipeline or language features.

Fragment shaders allow the following layout qualifier on in only (not with variable declarations):

layout-qualifier-id :

early_fragment_tests

to request that fragment tests be performed before fragment shader execution, as described in section 15.2.4 “Early Fragment Tests” of the OpenGL Specification.

For example,

layout(early_fragment_tests) in;

Specifying this will make per-fragment tests be performed before fragment shader execution. If this is not declared, per-fragment tests will be performed after fragment shader execution. Only one fragment shader (compilation unit) need declare this, though more than one can. If at least one declares this, then it is enabled.

Compute Shader Inputs

There are no layout location qualifiers for compute shader inputs.

Layout qualifier identifiers for compute shader inputs are the workgroup size qualifiers:

layout-qualifier-id :

local_size_x = layout-qualifier-value
local_size_y = layout-qualifier-value
local_size_z = layout-qualifier-value

The local_size_x, local_size_y, and local_size_z qualifiers are used to declare a fixed workgroup size by the compute shader in the first, second, and third dimension, respectively. If a shader does not specify a size for one of the dimensions, that dimension will have a size of 1.

For example, the following declaration in a compute shader

layout(local_size_x = 32, local_size_y = 32) in;

is used to declare a two-dimensional compute shader with a workgroup size of 32 X 32 elements, which is equivalent to a three-dimensional compute shader where the third dimension has size one.

As another example, the declaration

layout(local_size_x = 8) in;

effectively specifies that a one-dimensional compute shader is being compiled, and its size is 8 elements.

If the fixed workgroup size of the shader in any dimension is less than or equal to zero or greater than the maximum size supported by the implementation for that dimension, a compile-time error results. Also, if such a layout qualifier is declared more than once in the same shader, all those declarations must set the same set of workgroup sizes and set them to the same values; otherwise a compile-time error results. If multiple compute shaders attached to a single program object declare a fixed workgroup size, the declarations must be identical; otherwise a link-time error results.

Furthermore, if a program object contains any compute shaders, at least one must contain an input layout qualifier specifying a fixed workgroup size for the program, or a link-time error will occur.

4.4.2. Output Layout Qualifiers

Some output layout qualifiers apply to all shader stages and some apply only to specific stages. The latter are discussed in separate sections below.

As with input layout qualifiers, all shaders except compute shaders allow location layout qualifiers on output variable declarations, output block declarations, and output block member declarations. Of these, variables and block members (but not blocks) additionally allow the component layout qualifier.

layout-qualifier-id :

location = layout-qualifier-value
component = layout-qualifier-value

The usage and rules for applying the location qualifier and the component qualifier to blocks and structures are exactly as described in “Input Layout Qualifiers”. No component aliasing of output variables or members is allowed.

Fragment shaders allow an additional index output layout qualifier:

layout-qualifier-id :

index = layout-qualifier-value

Each of these qualifiers may appear at most once. If index is specified, location must also be specified. If index is not specified, the value 0 is used. For example, in a fragment shader,

layout(location = 3) out vec4 color;

will establish that the fragment shader output color is assigned to fragment color 3 as the first (index zero) input to the blend equation. And,

layout(location = 3, index = 1) out vec4 factor;

will establish that the fragment shader output factor is assigned to fragment color 3 as the second (index one) input to the blend equation.

For fragment shader outputs, the location and index specify the color output number and index receiving the values of the output. For outputs of all other shader stages, the location specifies a vector number that can be used to match against inputs in a subsequent shader stage, even if that shader is in a different program object.

If a declared output is a scalar or vector type other than dvec3 or dvec4, it will consume a single location. Outputs of type dvec3 or dvec4 will consume two consecutive locations. Outputs of type double and dvec2 will consume only a single location, in all stages.

If the declared output is an array, it will be assigned consecutive locations starting with the location specified. For example,

layout(location = 2) out vec4 colors[3];

will establish that colors is assigned to vector location numbers 2, 3, and 4.

If the declared output is an n × m matrix, it will be assigned multiple locations starting with the location specified. The number of locations assigned will be the same as for an n-element array of m-component vectors.

If the declared output is a structure, its members will be assigned consecutive locations in the order of declaration, with the first member assigned the location specified for the structure. The number of locations consumed by a structure member is determined by applying the rules above recursively as though the structure member were declared as an output variable of the same type.

location layout qualifiers may be used on output variables declared as structures. However, it is a compile-time error to use a location qualifier on a structure member. Location layout qualifiers may be used on output blocks and output block members.

The number of output locations available to a shader is limited. For fragment shaders, the limit is the advertised number of draw buffers.

For all other shaders, the limit is implementation-dependent and must be no less than one fourth of the advertised maximum output component count (compute shaders have no outputs). A program will fail to link if any attached shader uses a location greater than or equal to the number of supported locations, unless device-dependent optimizations are able to make the program fit within available hardware resources.

Compile-time errors may also be given if at compile time it is known the link will fail. A negative output location will result in a compile-time error. It is also a compile-time error if a fragment shader sets a layout index to less than 0 or greater than 1.

It is a compile-time or link-time error if any of the following occur:

  • any two fragment shader output variables are assigned to the same location and index.

  • if any two output variables from the same vertex, tessellation or geometry shader stage are assigned to the same location.

For fragment shader outputs, locations can be assigned using either a layout qualifier or via the OpenGL API.

For all shader types, a program will fail to link if explicit location assignments leave the linker unable to find space for other variables without explicit assignments.

If an output variable with no location or index assigned in the shader text has a location specified through the OpenGL API, the API-assigned location will be used. Otherwise, such variables will be assigned a location by the linker. All such assignments will have a color index of zero. See section 15.2 “Shader Execution” of the OpenGL Specification for more details. A link-time error will occur if an output variable is declared in multiple shaders of the same language with conflicting location or index values.

For the purposes of determining if a non-fragment output matches an input from a subsequent shader stage, the location layout qualifier (if any) must match.

Transform Feedback Layout Qualifiers

The vertex, tessellation, and geometry stages allow shaders to control transform feedback. When doing this, shaders will dictate which transform feedback buffers are in use, which output variables will be written to which buffers, and how each buffer is laid out. To accomplish this, shaders allow the following layout qualifier identifiers on output declarations:

layout-qualifier-id :

xfb_buffer = layout-qualifier-value
xfb_offset = layout-qualifier-value
xfb_stride = layout-qualifier-value

Any shader making any static use (after preprocessing) of any of these xfb_ qualifiers will cause the shader to be in a transform feedback capturing mode and hence responsible for describing the transform feedback setup. This mode will capture any output selected by xfb_offset, directly or indirectly, to a transform feedback buffer.

The xfb_buffer qualifier specifies which transform feedback buffer will capture outputs selected with xfb_offset. The xfb_buffer qualifier can be applied to the qualifier out, to output variables, to output blocks, and to output block members. Shaders in the transform feedback capturing mode have an initial global default of

layout(xfb_buffer = 0) out;

This default can be changed by declaring a different buffer with xfb_buffer on the interface qualifier out. This is the only way the global default can be changed. When a variable or output block is declared without an xfb_buffer qualifier, it inherits the global default buffer. When a variable or output block is declared with an xfb_buffer qualifier, it has that declared buffer. All members of a block inherit the block’s buffer. A member is allowed to declare an xfb_buffer, but it must match the buffer inherited from its block, or a compile-time error results.

layout(xfb_buffer=2, xfb_offset=0) out block { // block's buffer is 2
    layout(xfb_buffer = 2) vec4 v; // okay, matches the inherited 2
    layout(xfb_buffer = 3) vec4 u; // ERROR, mismatched buffer
    vec4 w; // inherited
};
layout(xfb_offset=16) out vec4 t;  // initial default is buffer 0
layout(xfb_buffer=1) out;          // new global default of 1
out block {                        // block has buffer 1
    vec4 x;                        // x has buffer 1 (not captured)
    layout(xfb_buffer = 1) vec4 y; // okay (not captured)
    layout(xfb_buffer = 0) vec4 z; // ERROR, mismatched buffer
};
layout(xfb_offset=0) out vec4 g;   // g has buffer 1
layout(xfb_buffer=2) out vec4 h;   // does not change global default
layout(xfb_offset=16) out vec4 j;  // j has buffer 1

Note this means all members of a block that go to a transform feedback buffer will go to the same buffer.

When a block is declared as an array, all members of block array-element 0 are captured, as previously described, by the declared or inherited xfb_buffer. Generally, an array of size N of blocks is captured by N consecutive buffers, with all members of block array-element E captured by buffer B, where B equals the declared or inherited xfb_buffer plus E.

It is a compile-time or link-time error to specify an xfb_buffer, including any additional buffers needed to capture an arrays of blocks, that is less than zero or greater than or equal to the implementation-dependent constant gl_MaxTransformFeedbackBuffers.

The xfb_offset qualifier assigns a byte offset within a transform feedback buffer. Only variables, block members, or blocks can be qualified with xfb_offset. If a block is qualified with xfb_offset, all its members are assigned transform feedback buffer offsets. If a block is not qualified with xfb_offset, any members of that block not qualified with an xfb_offset will not be assigned transform feedback buffer offsets. Only variables and block members that are assigned offsets will be captured (thus, a proper subset of a block can be captured). Each time such a variable or block member is written in a shader, the written value is captured at the assigned offset. If such a block member or variable is not written during a shader invocation, the buffer contents at the assigned offset will be undefined. Even if there are no static writes to a variable or member that is assigned a transform feedback offset, the space is still allocated in the buffer and still affects the stride.

Variables and block members qualified with xfb_offset can be scalars, vectors, matrices, structures, and (sized) arrays of these. The offset must be a multiple of the size of the first component of the first qualified variable or block member, or a compile-time error results. Further, if applied to an aggregate containing a double, the offset must also be a multiple of 8, and the space taken in the buffer will be a multiple of 8. The given offset applies to the first component of the first member of the qualified entity. Then, within the qualified entity, subsequent components are each assigned, in order, to the next available offset aligned to a multiple of that component’s size. Aggregate types are flattened down to the component level to get this sequence of components. It is a compile-time error to apply xfb_offset to the declaration of an unsized array.

No aliasing in output buffers is allowed: It is a compile-time or link-time error to specify variables with overlapping transform feedback offsets.

The xfb_stride qualifier specifies how many bytes are consumed by each captured vertex. It applies to the transform feedback buffer for that declaration, whether it is inherited or explicitly declared. It can be applied to variables, blocks, block members, or just the qualifier out. If the buffer is capturing any outputs with double-precision components, the stride must be a multiple of 8, otherwise it must be a multiple of 4, or a compile-time or link-time error results. It is a compile-time or link-time error to have any xfb_offset that overflows xfb_stride, whether stated on declarations before or after the xfb_stride, or in different compilation units. While xfb_stride can be declared multiple times for the same buffer, it is a compile-time or link-time error to have different values specified for the stride for the same buffer.

For example:

// buffer 1 has 32-byte stride
layout(xfb_buffer = 1, xfb_stride = 32) out;

// same as previous example; order within layout does not matter
layout(xfb_stride = 32, xfb_buffer = 1) out;

// everything in this block goes to buffer 0
layout(xfb_buffer = 0, xfb_stride = 32) out block1 {
    layout(xfb_offset = 0) vec4 a;  // a goes to byte offset 0 of buffer 0
    layout(xfb_offset = 16) vec4 b; // b goes to offset 16 of buffer 0
};

layout(xfb_buffer = 3, xfb_offset = 12) out block2 {
    vec4 v;  // v will be written to byte offsets 12 through 27 of buffer
    float u; // u will be written to offset 28
    layout(xfb_offset = 40) vec4 w;
    vec4 x;  // x will be written to offset 56, the next available offset
};

layout(xfb_buffer = 2, xfb_stride = 32) out block3 {
    layout(xfb_offset = 12) vec3 c;
    layout(xfb_offset = 24) vec3 d; // ERROR, requires stride of 36
    layout(xfb_offset = 0) vec3 g;  // okay, increasing order not required
};

When no xfb_stride is specified for a buffer, the stride of the buffer will be the smallest needed to hold the variable placed at the highest offset, including any required padding. For example:

// if there no other declarations for buffer 3, it has stride 32
layout(xfb_buffer = 3) out block4 {
    layout(xfb_offset = 0) vec4 e;
    layout(xfb_offset = 16) vec4 f;
};

The resulting stride (implicit or explicit), when divided by 4, must be less than or equal to the implementation-dependent constant gl_MaxTransformFeedbackInterleavedComponents.

Tessellation Control Outputs

Other than for the transform feedback layout qualifiers, tessellation control shaders allow output layout qualifiers only on the interface qualifier out, not on an output block, block member, or variable declaration. The output layout qualifier identifiers allowed for tessellation control shaders are:

layout-qualifier-id :

vertices = layout-qualifier-value

The identifier vertices specifies the number of vertices in the output patch produced by the tessellation control shader, which also specifies the number of times the tessellation control shader is invoked. It is a compile- or link-time error for the output vertex count to be less than or equal to zero, or greater than the implementation-dependent maximum patch size.

The intrinsically declared tessellation control output array gl_out[] will also be sized by any output layout declaration. Hence, the expression

gl_out.length()

will return the output patch vertex count specified in a previous output layout qualifier. For outputs declared without an array size, including intrinsically declared outputs (i.e., gl_out), a layout must be declared before any use of the method length() or other array use that requires its size to be known.

It is a compile-time error if the output patch vertex count specified in an output layout qualifier does not match the array size specified in any output variable declaration in the same shader.

All tessellation control shader layout declarations in a program must specify the same output patch vertex count. There must be at least one layout qualifier specifying an output patch vertex count in any program containing tessellation control shaders; however, such a declaration is not required in all tessellation control shaders.

Geometry Outputs

Geometry shaders can have three additional types of output layout identifiers: an output primitive type, a maximum output vertex count, and per-output stream numbers. The primitive type and vertex count identifiers are allowed only on the interface qualifier out, not on an output block, block member, or variable declaration. The stream identifier is allowed on the interface qualifier out, on output blocks, and on variable declarations.

The layout qualifier identifiers for geometry shader outputs are

layout-qualifier-id :

points
line_strip
triangle_strip
max_vertices = layout-qualifier-value
stream = layout-qualifier-value

The primitive type identifiers points, line_strip, and triangle_strip are used to specify the type of output primitive produced by the geometry shader, and only one of these is accepted. At least one geometry shader (compilation unit) in a program must declare an output primitive type, and all geometry shader output primitive type declarations in a program must declare the same primitive type. It is not required that all geometry shaders in a program declare an output primitive type.

The vertex count identifier max_vertices is used to specify the maximum number of vertices the shader will ever emit in a single invocation. At least one geometry shader (compilation unit) in a program must declare a maximum output vertex count, and all geometry shader output vertex count declarations in a program must declare the same count. It is not required that all geometry shaders in a program declare a count.

In this example,

layout(triangle_strip, max_vertices = 60) out; // order does not matter
layout(max_vertices = 60) out;  // redeclaration okay
layout(triangle_strip) out;     // redeclaration okay
layout(points) out;             // error, contradicts triangle_strip
layout(max_vertices = 30) out;  // error, contradicts 60

all outputs from the geometry shader are triangles and at most 60 vertices will be emitted by the shader. It is an error for the maximum number of vertices to be greater than gl_MaxGeometryOutputVertices.

The identifier stream is used to specify that a geometry shader output variable or block is associated with a particular vertex stream (numbered beginning with zero). A default stream number may be declared at global scope by qualifying interface qualifier out as in this example:

layout(stream = 1) out;

The stream number specified in such a declaration replaces any previous default and applies to all subsequent block and variable declarations until a new default is established. The initial default stream number is zero.

Each output block or non-block output variable is associated with a vertex stream. If the block or variable is declared with the stream identifier, it is associated with the specified stream; otherwise, it is associated with the current default stream. A block member may be declared with a stream identifier, but the specified stream must match the stream associated with the containing block. One example:

layout(stream=1) out;           // default is now stream 1
out vec4 var1;                  // var1 gets default stream (1)
layout(stream=2) out Block1 {   // "Block1" belongs to stream 2
    layout(stream=2) vec4 var2; // redundant block member stream decl
    layout(stream=3) vec2 var3; // ILLEGAL (must match block stream)
    vec3 var4;                  // belongs to stream 2
};
layout(stream=0) out;           // default is now stream 0
out vec4 var5;                  // var5 gets default stream (0)
out Block2 {                    // "Block2" gets default stream (0)
    vec4 var6;
};
layout(stream=3) out vec4 var7; // var7 belongs to stream 3

Each vertex emitted by the geometry shader is assigned to a specific stream, and the attributes of the emitted vertex are taken from the set of output blocks and variables assigned to the targeted stream. After each vertex is emitted, the values of all output variables become undefined. Additionally, the output variables associated with each vertex stream may share storage. Writing to an output variable associated with one stream may overwrite output variables associated with any other stream. When emitting each vertex, a geometry shader should write to all outputs associated with the stream to which the vertex will be emitted and to no outputs associated with any other stream.

If a geometry shader output block or variable is declared more than once, all such declarations must associate the variable with the same vertex stream. If any stream declaration specifies a non-existent stream number, the shader will fail to compile.

Built-in geometry shader outputs are always associated with vertex stream zero.

All geometry shader output layout declarations in a program must declare the same layout and same value for max_vertices. If geometry shaders are in a program, there must be at least one geometry output layout declaration somewhere in that program, but not all geometry shaders (compilation units) are required to declare it.

Fragment Outputs

The built-in fragment shader variable gl_FragDepth may be redeclared using one of the following layout qualifiers.

layout-qualifier-id :

depth_any
depth_greater
depth_less
depth_unchanged

The layout qualifier for gl_FragDepth constrains intentions of the final value of gl_FragDepth written by any shader invocation. GL implementations are allowed to perform optimizations assuming that the depth test fails (or passes) for a given fragment if all values of gl_FragDepth consistent with the layout qualifier would fail (or pass). This potentially includes skipping shader execution if the fragment is discarded because it is occluded and the shader has no side effects. If the final value of gl_FragDepth is inconsistent with its layout qualifier, the result of the depth test for the corresponding fragment is undefined. However, no error will be generated in this case. If the depth test passes and depth writes are enabled, the value written to the depth buffer is always the value of gl_FragDepth, whether or not it is consistent with the layout qualifier.

By default, gl_FragDepth is qualified as depth_any. When the layout qualifier for gl_FragDepth is depth_any, the shader compiler will note any assignment to gl_FragDepth modifying it in an unknown way, and depth testing will always be performed after the shader has executed. When the layout qualifier is depth_greater, the GL can assume that the final value of gl_FragDepth is greater than or equal to the fragment’s interpolated depth value, as given by the z component of gl_FragCoord. When the layout qualifier is depth_less, the GL can assume that any modification of gl_FragDepth will only decrease its value. When the layout qualifier is depth_unchanged, the shader compiler will honor any modification to gl_FragDepth, but the rest of the GL can assume that gl_FragDepth is not assigned a new value.

Redeclarations of gl_FragDepth are performed as follows:

// redeclaration that changes nothing is allowed +
out float gl_FragDepth;

// assume it may be modified in any way
layout(depth_any) out float gl_FragDepth;

// assume it may be modified such that its value will only increase
layout(depth_greater) out float gl_FragDepth;

// assume it may be modified such that its value will only decrease
layout(depth_less) out float gl_FragDepth;

// assume it will not be modified
layout(depth_unchanged) out float gl_FragDepth;

If gl_FragDepth is redeclared in any fragment shader in a program, it must be redeclared in all fragment shaders in that program that have static assignments to gl_FragDepth. All redeclarations of gl_FragDepth in all fragment shaders in a single program must have the same set of qualifiers. Within any shader, the first redeclarations of gl_FragDepth must appear before any use of gl_FragDepth. The built-in gl_FragDepth is only predeclared in fragment shaders, so redeclaring it in any other shader language results in a compile-time error.

4.4.3. Uniform Variable Layout Qualifiers

Layout qualifiers can be used for uniform variables and subroutine uniforms. The layout qualifier identifiers for uniform variables and subroutine uniforms are:

layout-qualifier-id :

location = layout-qualifier-value

The location identifier can be used with default-block uniform variables and subroutine uniforms. The location specifies the location by which the API can reference the uniform and update its value. Individual elements of a uniform array are assigned consecutive locations with the first element taking location location. Default-block uniform variable declarations sharing the same location linked in the program have to match by name, type, qualifiers and arrayness. For arrays their array dimensionality and array sizes must match. For structs this rule applies recursively to all members. No two subroutine uniform variables can have the same location in the same shader stage, otherwise a compile-time or link-time error will be generated. Valid locations for default-block uniform variable locations are in the range of 0 to the implementation-defined maximum number of uniform locations minus one. Valid locations for subroutine uniforms are in the range of 0 to the implementation-defined per-stage maximum number of subroutine uniform locations minus one.

Locations can be assigned to default-block uniform arrays and structures. The first inner-most scalar, vector or matrix member or element takes the specified location and the compiler assigns the next inner-most member or element the next incremental location value. Each subsequent inner-most member or element gets incremental locations for the entire structure or array. This rule applies to nested structures and arrays and gives each inner-most scalar, vector, or matrix member a unique location. For arrays without an explicit size, the size is calculated based on its static usage. When the linker generates locations for uniforms without an explicit location, it assumes for all uniforms with an explicit location all their array elements and structure members are used and the linker will not generate a conflicting location, even if that element or member is deemed unused.

When generating SPIR-V for API’s that accept individual (default block) non-opaque uniform variables, it is a compile-time error to not include a location when declaring them.

When targeting Vulkan, the push_constant qualifier is used to declare an entire block, and represents a set of push constants, as defined by the Vulkan API. It is a compile-time error to apply this to anything other than a uniform block declaration, or when not targeting Vulkan. The values in the block will be initialized as per the Vulkan API specification. A block declared with layout(push_constant) may optionally include an instance-name. There can be only one push_constant block per stage, or a compile-time or link-time error will result. A push-constant array can only be indexed with dynamically uniform indices. Uniform blocks declared with push_constant use different resources than those without; and are accounted for separately.

4.4.4. Subroutine Function Layout Qualifiers

Layout qualifiers can be used for subroutine functions. The layout qualifier identifiers for subroutine functions are:

layout-qualifier-id :

index = layout-qualifier-value

Each subroutine with an index qualifier in the shader must be given a unique index, otherwise a compile- or link-time error will be generated. The indices must be in the range of 0 to the implementation defined maximum number of subroutines minus one. It is recommended, but not required, that the shader assigns a range of tightly packed index values starting from zero so that the OpenGL subroutine function enumeration API returns a non-empty name for all active indices.

4.4.5. Uniform and Shader Storage Block Layout Qualifiers

Layout qualifiers can be used for uniform and shader storage blocks, but not for non-block uniform declarations. The layout qualifier identifiers (and shared keyword) for uniform and shader storage blocks are:

layout-qualifier-id :

shared
packed
std140
std430
row_major
column_major
binding = layout-qualifier-value
offset = layout-qualifier-value
align = layout-qualifier-value

None of these have any semantic effect at all on the usage of the variables being declared; they only describe how data is laid out in memory. For example, matrix semantics are always column-based, as described in the rest of this specification, no matter what layout qualifiers are being used.

Uniform and shader storage block layout qualifiers can be declared for global scope, on a single uniform or shader storage block, or on a single block member declaration.

Default layouts are established at global scope for uniform blocks as:

layout(layout-qualifier-id-list) uniform;

and for shader storage blocks as:

layout(layout-qualifier-id-list) buffer;

When this is done, the previous default qualification is first inherited and then overridden as per the override rules listed below for each qualifier listed in the declaration. The result becomes the new default qualification scoped to subsequent uniform or shader storage block definitions.

The initial state of compilation when generating SPIR-V is as if the following were declared:

layout(std140, column_major) uniform;
layout(std430, column_major) buffer;

However, when push_constant is declared, the default layout of the buffer will be std430. There is no method to globally set this default.

The initial state of compilation when not generating SPIR-V is as if the following were declared:

layout(shared, column_major) uniform;
layout(shared, column_major) buffer;

Uniform and shader storage blocks can be declared with optional layout qualifiers, and so can their individual member declarations. Such block layout qualification is scoped only to the content of the block. As with global layout declarations, block layout qualification first inherits from the current default qualification and then overrides it. Similarly, individual member layout qualification is scoped just to the member declaration, and inherits from and overrides the block’s qualification.

The shared qualifier overrides only the std140, std430, and packed qualifiers; other qualifiers are inherited. The compiler/linker will ensure that multiple programs and programmable stages containing this definition will share the same memory layout for this block, as long as all arrays are declared with explicit sizes and all matrices have matching row_major and/or column_major qualifications (which may come from a declaration outside the block definition). This allows use of the same buffer to back the same block definition across different programs. It is a compile-time error to use the shared qualifier when generating SPIR-V.

The packed qualifier overrides only std140, std430, and shared; other qualifiers are inherited. When packed is used, no shareable layout is guaranteed. The compiler and linker can optimize memory use based on what variables actively get used and on other criteria. Offsets must be queried, as there is no other way of guaranteeing where (and which) variables reside within the block.

It is a link-time error to access the same packed uniform or shader storage block in multiple stages within a program. Attempts to access the same packed uniform or shader storage block across programs can result in conflicting member offsets and in undefined values being read. However, implementations may aid application management of packed blocks by using canonical layouts for packed blocks. It is a compile-time error to use the packed qualifier when generating SPIR-V.

The std140 and std430 qualifiers override only the packed, shared, std140, and std430 qualifiers; other qualifiers are inherited. The std430 qualifier is supported only for shader storage blocks; a shader using the std430 qualifier on a uniform block will result in a compile-time error, unless it is also declared with push_constant.

The layout is explicitly determined by this, as described in section 7.6.2.2 “Standard Uniform Block Layout” of the OpenGL Specification. Hence, as in shared above, the resulting layout is shareable across programs.

Layout qualifiers on member declarations cannot use the shared, packed, std140, or std430 qualifiers. These can only be used at global scope (without an object) or on a block declaration, or a compile-time error results.

The row_major and column_major qualifiers only affect the layout of matrices, including all matrices contained in structures and arrays they are applied to, to all depths of nesting. These qualifiers can be applied to other types, but will have no effect.

The row_major qualifier overrides only the column_major qualifier; other qualifiers are inherited. Elements within a matrix row will be contiguous in memory.

The column_major qualifier overrides only the row_major qualifier; other qualifiers are inherited. Elements within a matrix column will be contiguous in memory.

The binding qualifier specifies the uniform buffer binding point corresponding to the uniform or shader storage block, which will be used to obtain the values of the member variables of the block. It is a compile-time error to specify the binding qualifier for the global scope or for block member declarations. Any uniform or shader storage block declared without a binding qualifier is initially assigned to block binding point zero. After a program is linked, the binding points used for uniform and shader storage blocks declared with or without a binding qualifier can be updated by the API.

When used with OpenGL, if the binding qualifier is used with a uniform block or shader storage block instanced as an array, the first element of the array takes the specified block binding and each subsequent element takes the next consecutive binding point. For an array of arrays, each element (e.g. 6 elements for a[2][3]) gets a binding point, and they are ordered per the array of array ordering described in “Arrays.

When targeting Vulkan, if the binding qualifier is used with a uniform block or buffer block instanced as an array, the entire array takes only the provided binding number. The next consecutive binding number is available for a different object. For an array of arrays, descriptor set array element numbers used in descriptor set accesses are ordered per the array-of-array ordering described in “Arrays.

If the binding point for any uniform or shader storage block instance is less than zero, or greater than or equal to the corresponding implementation-dependent maximum number of buffer bindings, a compile-time error will occur. When the binding qualifier is used with a uniform or shader storage block instanced as an array of size N, all elements of the array from binding through binding + N - 1 must be within this range. It is a compile-time or link-time error to use the same binding number for more than one uniform block or for more than one buffer block.

The set qualifier is only available when targeting Vulkan. It specifies the descriptor set this object belongs to. It is a compile-time error to apply set to a standalone qualifier, to a member of a block, or when not targeting an API that supports descriptor sets. It is a compile-time error to apply set to a block qualified as push_constant. By default, any non-push-constant uniform or shader storage block declared without a set identifier is assigned to descriptor set 0. Similarly, any sampler, texture, or subpass-input type declared as a uniform without a set identifier is also assigned to descriptor set 0.

If applied to an object declared as an array, all elements of the array belong to the specified set.

When generating SPIR-V, it is a compile-time error for either the set or binding value to exceed a front-end-configuration supplied maximum value.

When multiple arguments are listed in a layout declaration, the effect will be the same as if they were declared one at a time, in order from left to right, each in turn inheriting from and overriding the result from the previous qualification.

For example

layout(row_major, column_major)

results in the qualification being column_major. Other examples:

layout(shared, row_major) uniform; // default is now shared and row_major

layout(std140) uniform Transform { // layout of this block is std140
    mat4 M1;                       // row major
    layout(column_major) mat4 M2;  // column major
    mat3 N1;                       // row major
};

uniform T2 {                       // layout of this block is shared
    ...
};

layout(column_major) uniform T3 {  // shared and column major
    mat4 M3;                       // column major
    layout(row_major) mat4 m4;     // row major
    mat3 N2;                       // column major
};

When targeting Vulkan, the offset and align qualifiers for blocks and block members can only be used with uniform and buffer blocks. When not targeting Vulkan, they can only be used with blocks declared with std140 or std430 layouts.

The offset qualifier can only be used on block members. The offset qualifier forces the qualified member to start at or after the specified layout-qualifier-value, which will be its byte offset from the beginning of the buffer. It is a compile-time error to have any offset, explicit or assigned, that lies within another member of the block. When not generating SPIR-V, it is a compile-time error to specify an offset that is smaller than the offset of the previous member in the block. Two blocks linked together in the same program with the same block name must have the exact same set of members qualified with offset and their layout-qualifier-value values must be the same, or a link-time error results. The specified offset must be a multiple of the base alignment of the type of the block member it qualifies, or a compile-time error results.

The align qualifier makes the start of each block member have a minimum byte alignment. It does not affect the internal layout within each member, which will still follow the std140 or std430 rules. The specified alignment must be greater than 0 and a power of 2, or a compile-time error results.

The actual alignment of a member will be the greater of the specified align alignment and the standard (e.g. std140) base alignment for the member’s type. The actual offset of a member is computed as follows: If offset was declared, start with that offset, otherwise start with the offset immediately following the preceding member (in declaration order). If the resulting offset is not a multiple of the actual alignment, increase it to the first offset that is a multiple of the actual alignment. This results in the actual offset the member will have.

When align is applied to an array, it affects only the start of the array, not the array’s internal stride. Both an offset and an align qualifier can be specified on a declaration.

The align qualifier, when used on a block, has the same effect as qualifying each member with the same align value as declared on the block, and gets the same compile-time results and errors as if this had been done. As described in general earlier, an individual member can specify its own align, which overrides the block-level align, but just for that member.

Examples:

layout(std140) uniform block {
 vec4 a;                         // a takes offsets 0-15
 layout(offset = 32) vec3 b;     // b takes offsets 32-43
 layout(offset = 40) vec2 c;     // ERROR, lies within previous member
 layout(offset = 48) vec2 d;     // d takes offsets 48-55
 layout(align = 16) float e;     // e takes offsets 64-67
 layout(align = 2) double f;     // f takes offsets 72-79
 layout(align = 6) double g;     // ERROR, 6 is not a power of 2
 layout(offset = 80) float h;    // h takes offsets 80-83
 layout(align = 64) dvec3 i;     // i takes offsets 128-151
 layout(offset = 164, align = 8)
 float j;                        // j takes offsets 168-171
};

4.4.6. Opaque Uniform Layout Qualifiers

Opaque uniform variables can take the uniform layout qualifier for binding:

layout-qualifier-id :

binding = layout-qualifier-value

The binding qualifier specifies the point where the variable will be bound. Any opaque variable declared without a binding qualifier has a default binding of zero.

When used with OpenGL, if the binding qualifier is used with an array, the first element of the array takes the specified binding point and each subsequent element takes the next consecutive binding point. For an array of arrays, each element (e.g. 6 elements for a[2][3]) gets a binding point, and they are ordered per the array of array ordering described in “Arrays.

When targeting Vulkan, if the binding qualifier is used with an array, the entire array takes only the provided binding number. The next consecutive binding number is available for a different object.

If the binding is less than zero, or greater than or equal to the implementation-dependent maximum supported number of binding points, a compile-time error will occur. When the binding qualifier is used with an array of size N, all elements of the array from binding through binding + N - 1 must be within this range. It is a compile-time or link-time error to use the same binding number for more than one atomic counter, unless the offset for the atomic counters sharing the same binding are all different.

A link-time error will result if two shaders in a program specify different layout-qualifier-value bindings for the same opaque-uniform name. However, it is not an error to specify a binding on some but not all declarations for the same name, as shown in the examples below.

// in one shader...
layout(binding=3) uniform sampler2D s; // s bound to point 3

// in another shader...
uniform sampler2D s;                   // okay, s still bound at 3

// in another shader...
layout(binding=4) uniform sampler2D s; // ERROR: contradictory bindings

4.4.7. Atomic Counter Layout Qualifiers

Atomic counters are not available when targeting Vulkan.

Atomic counter layout qualifiers can be used on atomic counter declarations or at global scope to establish defaults. The atomic counter qualifiers are:

layout-qualifier-id :

binding = layout-qualifier-value
offset = layout-qualifier-value

Each binding has a default offset that is initially 0 and is updated following each declaration containing the type atomic_uint. If such a declaration does not declare a variable then it establishes a default for the named binding. It is a compile-time error if any such declaration does not include a binding layout qualifier.

If a declaration contains an offset qualifier then that offset is used in the declaration, otherwise the default offset for the named binding is used. Each atomic counter that is declared is assigned to the named buffer binding point, at the current offset, and then the offset is increased by 4. Arrays of atomic counters assign one such offset to each member, and if multiple variables are declared in the same statement then they will have offsets assigned in order from left to right. Having assigned offsets to variables, if any, the binding’s default offset will be set to the current offset value.

For example,

layout(binding = 2, offset = 4) uniform atomic_uint a;

will establish that the opaque handle to the atomic counter a will be bound to atomic counter buffer binding point 2 at an offset of 4 basic machine units into that buffer. The default offset for binding point 2 will be post incremented by 4 (the size of an atomic counter).

It is a compile-time error to bind an atomic counter with a binding value greater than or equal to gl_MaxAtomicCounterBindings. It is a compile-time error to declare an atomic counter whose offset is such that the buffer containing it would be larger than gl_MaxAtomicCounterBufferSize. It is a compile-time error to declare an atomic counter whose offset is not aligned to a multiple of 4. It is a compile-time error to declare an unsized array of atomic_uint. It is a compile- or link-time error to declare two atomic counters with the same binding and the same offset.

Examples of atomic declarations:

layout(binding = 2, offset = 4)  uniform atomic_uint;      // Sets binding's default
                                                           // offset = 4
layout(binding = 2)              uniform atomic_uint a;    // offset 4
layout(binding = 2)              uniform atomic_uint b;    // offset 8
layout(binding = 3)              uniform atomic_uint c[2]; // offsets 0, 4
layout(binding = 2)              uniform atomic_uint d;    // offset 12
layout(binding = 4, offset = 16) uniform atomic_uint e;    // offset 16
layout(binding = 4)              uniform atomic_uint f;    // offset 20

layout(offset = 8)              uniform atomic_uint ea;  // error, no binding
                                                         // specified
layout(binding = 2, offset = 6) uniform atomic_uint eb;  // error, offset not aligned
layout(binding = 3, offset = 4) uniform atomic_uint ec;  // error, overlaps c[1]
layout(binding = 3, offset = 4) uniform atomic_uint;     // OK, no counter declared
layout(binding = 3)             uniform atomic_uint ed;  // error, overlaps c[1]

4.4.8. Format Layout Qualifiers

Format layout qualifiers can be used on image variable declarations (those declared with a basic type having “image” in its keyword). The format layout qualifier identifiers for image variable declarations are:

layout-qualifier-id :

float-image-format-qualifier
int-image-format-qualifier
uint-image-format-qualifier
binding = layout-qualifier-value

float-image-format-qualifier :

rgba32f
rgba16f
rg32f
rg16f
r11f_g11f_b10f
r32f
r16f
rgba16
rgb10_a2
rgba8
rg16
rg8
r16
r8
rgba16_snorm
rgba8_snorm
rg16_snorm
rg8_snorm
r16_snorm
r8_snorm

int-image-format-qualifier :

rgba32i
rgba16i
rgba8i
rg32i
rg16i
rg8i
r32i
r16i
r8i

uint-image-format-qualifier :

rgba32ui
rgba16ui
rgb10_a2ui
rgba8ui
rg32ui
rg16ui
rg8ui
r32ui
r16ui
r8ui

A format layout qualifier specifies the image format associated with a declared image variable. Only one format qualifier may be specified for any image variable declaration. For image variables with floating-point component types (keywords starting with “image”), signed integer component types (keywords starting with “iimage”), or unsigned integer component types (keywords starting with “uimage”), the format qualifier used must match the float-image-format-qualifier, int-image-format-qualifier, or uint-image-format-qualifier grammar rules, respectively. It is a compile-time error to declare an image variable where the format qualifier does not match the image variable type.

Any image variable used for image loads or atomic operations must specify a format layout qualifier; it is a compile-time error to pass an image uniform variable or function parameter declared without a format layout qualifier to an image load or atomic function.

Uniforms not qualified with writeonly must have a format layout qualifier. Note that an image variable passed to a function for read access cannot be declared as writeonly and hence must have been declared with a format layout qualifier.

The binding qualifier was described in “Opaque Uniform Layout Qualifiers”.

4.4.9. Subpass Input Qualifier

Subpass inputs are only available when targeting Vulkan.

Subpass inputs are declared with the basic subpassInput types. They must be declared with the layout qualifier input_attachment_index, or a compile-time error results. For example:

layout(input_attachment_index = 2) uniform subpassInput t;

This selects which subpass input is being read from. The value assigned to input_attachment_index, say i (input_attachment_index = i), selects that entry (i th entry) in the input list for the pass. See the API documentation for more detail about passes and the input list.

If an array of size N is declared, it consumes N consecutive input_attachment_index values, starting with the one provided.

It is a compile-time or link-time error to have different variables declared with the same input_attachment_index. This includes any overlap in the implicit input_attachment_index consumed by array declarations.

It is a compile-time error if the value assigned to an input_attachment_index is greater than or equal to gl_MaxInputAttachments.

4.5. Interpolation Qualifiers

Inputs and outputs that could be interpolated can be further qualified by at most one of the following interpolation qualifiers:

Qualifier Meaning

smooth

perspective correct interpolation

flat

no interpolation

noperspective

linear interpolation

The presence of and type of interpolation is controlled by the above interpolation qualifiers as well as the auxiliary storage qualifiers centroid and sample. When no interpolation qualifier is present, smooth interpolation is used. It is a compile-time error to use more than one interpolation qualifier. The auxiliary storage qualifier patch is not used for interpolation; it is a compile-time error to use interpolation qualifiers with patch.

A variable qualified as flat will not be interpolated. Instead, it will have the same value for every fragment within a primitive. This value will come from a single provoking vertex, as described by the API. A variable qualified as flat may also be qualified as centroid or sample, which will mean the same thing as qualifying it only as flat.

A variable qualified as smooth will be interpolated in a perspective-correct manner over the primitive being rendered. Interpolation in a perspective correct manner is specified in equation 14.7 of the OpenGL Specification, section 14.5 “Line Segments”.

A variable qualified as noperspective must be interpolated linearly in screen space, as described in equation 3.7 of the OpenGL Specification, section 3.5 “Line Segments”.

When multisample rasterization is disabled, or for fragment shader input variables qualified with neither centroid nor sample, the value of the assigned variable may be interpolated anywhere within the pixel and a single value may be assigned to each sample within the pixel, to the extent permitted by the OpenGL Specification.

When multisample rasterization is enabled, centroid and sample may be used to control the location and frequency of the sampling of the qualified fragment shader input. If a fragment shader input is qualified with centroid, a single value may be assigned to that variable for all samples in the pixel, but that value must be interpolated at a location that lies in both the pixel and in the primitive being rendered, including any of the pixel’s samples covered by the primitive. Because the location at which the variable is interpolated may be different in neighboring pixels, and derivatives may be computed by computing differences between neighboring pixels, derivatives of centroid-sampled inputs may be less accurate than those for non-centroid interpolated variables. If a fragment shader input is qualified with sample, a separate value must be assigned to that variable for each covered sample in the pixel, and that value must be sampled at the location of the individual sample.

It is a link-time error if, within the same stage, the interpolation qualifiers of variables of the same name do not match.

4.5.1. Redeclaring Built-In Interpolation Variables in the Compatibility Profile

The following predeclared variables can be redeclared with an interpolation qualifier when using the compatibility profile:

Vertex, tessellation control, tessellation evaluation, and geometry languages:

gl_FrontColor
gl_BackColor
gl_FrontSecondaryColor
gl_BackSecondaryColor

Fragment language:

gl_Color
gl_SecondaryColor

For example,

in vec4 gl_Color;            // predeclared by the fragment language
flat in vec4 gl_Color;       // redeclared by user to be flat
flat in vec4 gl_FrontColor;  // input to geometry shader, no "gl_in[]"
flat out vec4 gl_FrontColor; // output from geometry shader

Ideally, these are redeclared as part of the redeclaration of an interface block, as described in “Compatibility Profile Built-In Language Variables”. However, for the above purpose, they can be redeclared as individual variables at global scope, outside an interface block. Such redeclarations also allow adding the transform-feedback qualifiers xfb_buffer, xfb_stride, and xfb_offset to output variables. (Using xfb_buffer on a variable does not change the global default buffer.) A compile-time error will result if a shader has both an interface block redeclaration and a separate redeclaration of a member of that interface block outside the interface block redeclaration.

If gl_Color is redeclared with an interpolation qualifier, then gl_FrontColor and gl_BackColor (if they are written to) must also be redeclared with the same interpolation qualifier, and vice versa. If gl_SecondaryColor is redeclared with an interpolation qualifier, then gl_FrontSecondaryColor and _gl_BackSecondaryColor _(if they are written to) must also be redeclared with the same interpolation qualifier, and vice versa. This qualifier matching on predeclared variables is only required for variables that are statically used within the shaders in a program.

4.6. Parameter Qualifiers

In addition to precision qualifiers and memory qualifiers, parameters can have these parameter qualifiers.

Qualifier Meaning

<none: default>

same as in

const

for function parameters that cannot be written to

in

for function parameters passed into a function

out

for function parameters passed back out of a function, but not initialized for use when passed in

inout

for function parameters passed both into and out of a function

Parameter qualifiers are discussed in more detail in “Function Calling Conventions”.

4.7. Precision and Precision Qualifiers

When not targeting Vulkan: Precision qualifiers are added for code portability with OpenGL ES, not for functionality. They have the same syntax as in OpenGL ES, as described below, but they have no semantic meaning, which includes no effect on the precision used to store or operate on variables. If an extension adds in the same semantics and functionality in the OpenGL ES 2.0 specification for precision qualifiers, then the extension is allowed to reuse the keywords below for that purpose.

When targeting Vulkan: For interface matching, uniform variables and uniform and buffer block members must have the same precision qualification. Global variables declared in different compilation units linked into the same shader stage must be declared with the same precision qualification.

For the purposes of determining if an output from one shader stage matches an input of the next stage, the precision qualifier need not match.

This specification only governs the minimum required precision for storage and operations on values. Implementations are free to calculate and/or store any results at higher precisions. If necessary, this variance can be controlled using the invariance qualifier.

4.7.1. Range and Precision

The precision of highp single- and double-precision floating-point variables is defined by the IEEE 754 standard for 32-bit and 64-bit floating-point numbers.

This includes support for NaNs (Not a Number) and Infs (positive or negative infinities) and positive and negative zeros.

The following rules apply to highp for both single and double-precision operations: Signed infinities and zeros are generated as dictated by IEEE, but subject to the precisions allowed in the following table. Any subnormal (denormalized) value input into a shader or potentially generated by any operation in a shader can be flushed to 0. The rounding mode cannot be set and is undefined but must not affect the result by more than 1 ULP. NaNs are not required to be generated. Support for signaling NaNs is not required and exceptions are never raised. Operations including built-in functions that operate on a NaN are not required to return a NaN as the result. However if NaNs are generated, isnan() must return the correct value.

Precisions are expressed in terms of maximum relative error in units of ULP (units in the last place), unless otherwise noted.

For single precision operations, precisions are required as follows:

Operation Precision

a + b, a - b, a * b

Correctly rounded.

<, <=, ==, >, >=

Correct result.

a / b, 1.0 / b

2.5 ULP for |b| in the range [2-126, 2126].

a * b + c

Correctly rounded single operation or sequence of two correctly rounded operations.

fma()

Inherited from a * b + c.

pow(x, y)

Inherited from exp2(y * log2(x)).

exp(x), exp2(x)

(3 + 2 · |x|) ULP.

log(), log2()

3 ULP outside the range [0.5,2.0].
Absolute error < 2-21 inside the range [0.5,2.0].

sqrt()

Inherited from 1.0 / inversesqrt().

inversesqrt()

2 ULP.

implicit and explicit conversions between types

Correctly rounded.

Built-in functions defined in the specification with an equation built from the above operations inherit the above errors. These include, for example, the geometric functions, the common functions, and many of the matrix functions. Built-in functions not listed above and not defined as equations of the above have undefined precision. These include, for example, the trigonometric functions and determinant.

The precision of double-precision operations is at least that of single precision.

4.7.2. Conversion between precisions

Within the same type, conversion from a lower to a higher precision must be exact. When converting from a higher precision to a lower precision, if the value is representable by the implementation of the target precision, the conversion must also be exact. If the value is not representable, the behavior is dependent on the type:

  • For signed and unsigned integers, the value is truncated; bits in positions not present in the target precision are set to zero. (Positions start at zero and the least significant bit is considered to be position zero for this purpose.)

  • For floating-point values, the value should either clamp to +Inf or -Inf, or to the maximum or minimum value that the implementation supports. While this behavior is implementation-dependent, it should be consistent for a given implementation.

4.7.3. Precision Qualifiers

Any single-precision floating-point, integer, or opaque-type declaration can have the type preceded by one of these precision qualifiers:

Qualifier Meaning

highp

32-bit two’s complement for integers, 32-bit IEEE 754 floating-point for float

mediump

SPIR-V RelaxedPrecision when targeting Vulkan, otherwise none.

lowp

SPIR-V RelaxedPrecision when targeting Vulkan, otherwise none.

For example:

lowp float color;
out mediump vec2 P;
lowp ivec2 foo(lowp mat3);
highp mat4 m;

Literal constants do not have precision qualifiers. Neither do Boolean variables.

For this paragraph, “operation” includes operators, built-in functions, and constructors, and “operand” includes function arguments and constructor arguments. The precision qualification associated with any operation is the highest precision qualification of the operands consumed by the operation, if any operand has an associated precision. In cases where no operand has a precision qualifier, the precision qualifications of the operands of the next consuming operation in the expression will be used. This rule can be applied recursively until a precision qualified operand is found. If necessary, it will also include the precision qualification of l-values for assignments, of the declared variable for initializers, of formal parameters for function call arguments, or of function return types for function return values. If the precision cannot be determined by this method e.g. if an entire expression is composed only of operands with no precision qualifier, and the result is not assigned or passed as an argument, then it is evaluated at the default precision of the type or greater. When this occurs in the fragment shader, the default precision must be defined.

For example, consider the statements:

uniform highp float h1;
highp float h2 = 2.3 * 4.7; // operation and result are highp
precision
mediump float m;
m = 3.7 * h1 * h2; // all operations are highp precision
h2 = m * h1; // operation is highp precision
m = h2 - h1; // operation is highp precision
h2 = m + m; // addition and result at mediump precision
void f(highp float p);
f(3.3); // 3.3 will be passed in at highp precision

Precision qualifiers, as with other qualifiers, do not affect the basic type of the variable. In particular, there are no constructors for precision conversions; constructors only convert types. Similarly, precision qualifiers, as with other qualifiers, do not contribute to function overloading based on parameter types. As discussed in “Function Calling Conventions”, function input and output is done through copies, and therefore qualifiers do not have to match.

The precision of a variable is determined when the variable is declared and cannot be subsequently changed.

Where the precision of a constant integral or constant floating-point expression is not specified, evaluation is performed at highp. This rule does not affect the precision qualification of the expression.

The evaluation of constant expressions must be invariant and will usually be performed at compile time.

4.7.4. Default Precision Qualifiers

The precision statement

precision precision-qualifier type;

can be used to establish a default precision qualifier. The type field can be either int, float, or any of the opaque types, and the precision-qualifier can be lowp, mediump, or highp.

Any other types or qualifiers will result in a compile-time error. If type is float, the directive applies to non-precision-qualified single-precision floating-point type (scalar, vector, and matrix) declarations. If type is int, the directive applies to all non-precision-qualified integer type (scalar, vector, signed, and unsigned) declarations. This includes global variable declarations, function return declarations, function parameter declarations, and local variable declarations.

Non-precision qualified declarations will use the precision qualifier specified in the most recent precision statement that is still in scope. The precision statement has the same scoping rules as variable declarations. If it is declared inside a compound statement, its effect stops at the end of the inner-most statement it was declared in. Precision statements in nested scopes override precision statements in outer scopes. Multiple precision statements for the same basic type can appear inside the same scope, with later statements overriding earlier statements within that scope.

For any type that accepts a precision qualifier, the default precision qualification will be highp. Because all types requiring a precision qualifier have a default precision, there are no errors for omission of a precision qualifier.

4.7.5. Available Precision Qualifiers

The built-in macro GL_FRAGMENT_PRECISION_HIGH is defined to one:

#define GL_FRAGMENT_PRECISION_HIGH 1

This macro is available in all languages except compute.

4.8. Variance and the Invariant Qualifier

In this section, variance refers to the possibility of getting different values from the same expression in different programs. For example, consider the situation where two vertex shaders, in different programs, each set gl_Position with the same expression, and the input values into that expression are the same when both shaders run. It is possible, due to independent compilation of the two shaders, that the values assigned to gl_Position are not exactly the same when the two shaders run. In this example, this can cause problems with alignment of geometry in a multi-pass algorithm.

In general, such variance between shaders is allowed. When such variance does not exist for a particular output variable, that variable is said to be invariant.

4.8.1. The Invariant Qualifier

To ensure that a particular output variable is invariant, it is necessary to use the invariant qualifier. It can either be used to qualify a previously declared variable as being invariant:

invariant gl_Position; // make existing gl_Position be invariant
out vec3 Color;
invariant Color;       // make existing Color be invariant

or as part of a declaration when a variable is declared:

invariant centroid out vec3 Color;

Only variables output from a shader can be candidates for invariance. This includes user-defined output variables and the built-in output variables. As only outputs can be declared as invariant, an output from one shader stage will still match an input of a subsequent stage without the input being declared as invariant.

Input or output instance names on blocks are not used when redeclaring built-in variables.

The invariant keyword can be followed by a comma separated list of previously declared identifiers. All uses of invariant must be at global scope or on block members, and before any use of the variables being declared as invariant.

To guarantee invariance of a particular output variable across two programs, the following must also be true:

  • The output variable is declared as invariant in both programs.

  • The same values must be input to all shader input variables consumed by expressions and control flow contributing to the value assigned to the output variable.

  • The texture formats, texel values, and texture filtering are set the same way for any texture function calls contributing to the value of the output variable.

  • All input values are all operated on in the same way. All operations in the consuming expressions and any intermediate expressions must be the same, with the same order of operands and same associativity, to give the same order of evaluation. Intermediate variables and functions must be declared as the same type with the same explicit or implicit precision qualifiers. Any control flow affecting the output value must be the same, and any expressions consumed to determine this control flow must also follow these invariance rules.

  • All the data flow and control flow leading to setting the invariant output variable reside in a single compilation unit.

Essentially, all the data flow and control flow leading to an invariant output must match.

Initially, by default, all output variables are allowed to be variant. To force all output variables to be invariant, use the pragma

#pragma STDGL invariant(all)

before all declarations in a shader. If this pragma is used after the declaration of any variables or functions, then the set of outputs that behave as invariant is undefined.

Generally, invariance is ensured at the cost of flexibility in optimization, so performance can be degraded by use of invariance. Hence, use of this pragma is intended as a debug aid, to avoid individually declaring all output variables as invariant.

4.8.2. Invariance of Constant Expressions

Invariance must be guaranteed for constant expressions. A particular constant expression must evaluate to the same result if it appears again in the same shader or a different shader. This includes the same expression appearing in two shaders of the same language or shaders of two different languages.

Constant expressions must evaluate to the same result when operated on as already described above for invariant variables.

4.9. The Precise Qualifier

Some algorithms require floating-point computations to exactly follow the order of operations specified in the source code and to treat all operations consistently, even if the implementation supports optimizations that could produce nearly equivalent results with higher performance. For example, many GL implementations support a “multiply-add” instruction that can compute a floating-point expression such as

result = (a * b) + (c * d);

in two operations instead of three operations; one multiply and one multiply-add instead of two multiplies and one add. The result of a floating-point multiply-add might not always be identical to first doing a multiply yielding a floating-point result and then doing a floating-point add. Hence, in this example, the two multiply operations would not be treated consistently; the two multiplies could effectively appear to have differing precisions.

The key computation that needs to be made consistent appears when tessellating, where intermediate points for subdivision are synthesized in different directions, yet need to yield the same result, as shown in the diagram below.

precise

Without any qualifiers, implementations are permitted to perform optimizations that effectively modify the order or number of operations used to evaluate an expression, even if those optimizations may produce slightly different results relative to unoptimized code.

The precise qualifier ensures that operations contributing to a variable’s value are done in their stated order and with operator consistency. The order is determined by operator precedence and parentheses, as described in “Operators”. Operator consistency means that for each operator, its result is always computed with the same precision. Specifically, values computed by compiler-generated code must adhere to the following identities:

  1. a + b = b + a

  2. a * b = b * a

  3. a * b + c * d = b * a + c* d = d * c + b * a = <any other mathematically valid combination>

While the following are prevented:

  1. a + (b + c) is not allowed to become (a + b) + c

  2. a * (b * c) is not allowed to become (a * b) * c

  3. a * b + c is not allowed to become a single operation fma(a, b, c)

Where a, b, c, and d, are scalars or vectors, not matrices. (Matrix multiplication generally does not commute.) It is the shader writer’s responsibility to express the computation in terms of these rules and the compiler’s responsibility to follow these rules. See the description of gl_TessCoord for the rules the tessellation stages are responsible for following, which in conjunction with the above allow avoiding cracking when subdividing.

For example,

precise out vec4 position;

declares that operations used to produce the value of position must be performed in exactly the order specified in the source code and with all operators being treated consistently. As with the invariant qualifier (see “The Invariant Qualifier”), the precise qualifier may be used to qualify a built-in or previously declared user-defined variable as being precise:

out vec3 Color;
precise Color; // make existing Color be precise

When applied to a block or a variable of structure type, precise applies to each contained member, recursively.

This qualifier will affect the evaluation of an r-value in a particular function if and only if the result is eventually consumed in the same function by an l-value qualified as precise. Any other expressions within a function are not affected, including return values and output parameters not declared as precise but that are eventually consumed outside the function by a variable qualified as precise. Unaffected expressions also include the controlling expressions in selection and iteration statements and the condition in ternary operators (?:).

Some examples of the use of precise:

in vec4 a, b, c, d;
precise out vec4 v;

float func(float e, float f, float g, float h)
{
    return (e*f) + (g*h); // no constraint on order or operator consistency
}

float func2(float e, float f, float g, float h)
{
    precise float result = (e*f) + (g*h); // ensures same precision for the two multiplies
    return result;
}

float func3(float i, float j, precise out float k)
{
    k = i * i + j;        // precise, due to <k> declaration
}

void main()
{
    vec3 r = vec3(a * b);             // precise, used to compute v.xyz
    vec3 s = vec3(c * d);             // precise, used to compute v.xyz
    v.xyz = r + s;                    // precise
    v.w = (a.w * b.w) + (c.w * d.w);  // precise
    v.x = func(a.x, b.x, c.x, d.x);   // values computed in func() are NOT precise
    v.x = func2(a.x, b.x, c.x, d.x);  // precise!
    func3(a.x * b.x, c.x * d.x, v.x); // precise!
}

For the purposes of determining if an output from one shader stage matches an input of the next stage, the precise qualifier need not match between the input and the output.

All constant expressions are evaluated as if precise was present, whether or not it is present. However, as described in “Constant Expressions”, there is no requirement that a compile-time constant expression evaluates to the same value as a corresponding non-constant expression.

4.10. Memory Qualifiers

Shader storage blocks, variables declared within shader storage blocks and variables declared as image types (the basic opaque types with “image” in their keyword), can be further qualified with one or more of the following memory qualifiers:

Qualifier Meaning

coherent

memory variable where reads and writes are coherent with reads and writes from other shader invocations

volatile

memory variable whose underlying value may be changed at any point during shader execution by some source other than the current shader invocation

restrict

memory variable where use of that variable is the only way to read and write the underlying memory in the relevant shader stage

readonly

memory variable that can be used to read the underlying memory, but cannot be used to write the underlying memory

writeonly

memory variable that can be used to write the underlying memory, but cannot be used to read the underlying memory

Memory accesses to image variables declared using the coherent qualifier are performed coherently with accesses to the same location from other shader invocations. In particular, when reading a variable declared as coherent, the values returned will reflect the results of previously completed writes performed by other shader invocations. When writing a variable declared as coherent, the values written will be reflected in subsequent coherent reads performed by other shader invocations.

As described in section 7.12 “Shader Memory Access” of the OpenGL Specification, shader memory reads and writes complete in a largely undefined order. The built-in function memoryBarrier() can be used if needed to guarantee the completion and relative ordering of memory accesses performed by a single shader invocation.

When accessing memory using variables not declared as coherent, the memory accessed by a shader may be cached by the implementation to service future accesses to the same address. Memory stores may be cached in such a way that the values written may not be visible to other shader invocations accessing the same memory. The implementation may cache the values fetched by memory reads and return the same values to any shader invocation accessing the same memory, even if the underlying memory has been modified since the first memory read. While variables not declared as coherent may not be useful for communicating between shader invocations, using non-coherent accesses may result in higher performance.

Memory accesses to image variables declared using the volatile qualifier must treat the underlying memory as though it could be read or written at any point during shader execution by some source other than the executing shader invocation. When a volatile variable is read, its value must be re-fetched from the underlying memory, even if the shader invocation performing the read had previously fetched its value from the same memory. When a volatile variable is written, its value must be written to the underlying memory, even if the compiler can conclusively determine that its value will be overwritten by a subsequent write. Since the external source reading or writing a volatile variable may be another shader invocation, variables declared as volatile are automatically treated as coherent.

Memory accesses to image variables declared using the restrict qualifier may be compiled assuming that the variable used to perform the memory access is the only way to access the underlying memory using the shader stage in question. This allows the compiler to coalesce or reorder loads and stores using restrict-qualified image variables in ways that wouldn’t be permitted for image variables not so qualified, because the compiler can assume that the underlying image won’t be read or written by other code. Applications are responsible for ensuring that image memory referenced by variables qualified with restrict will not be referenced using other variables in the same scope; otherwise, accesses to restrict-qualified variables will have undefined results.

Memory accesses to image variables declared using the readonly qualifier may only read the underlying memory, which is treated as read-only memory and cannot be written to. It is a compile-time error to pass an image variable qualified with readonly to imageStore() or other built-in functions that modify image memory.

Memory accesses to image variables declared using the writeonly qualifier may only write the underlying memory; the underlying memory cannot be read. It is a compile-time error to pass an image variable qualified with writeonly to imageLoad() or other built-in functions that read image memory.

A variable could be qualified as both readonly and writeonly, disallowing both read and write. Such variables can still be used with some queries, for example imageSize() and .length().

The memory qualifiers coherent, volatile, restrict, readonly, and writeonly may be used in the declaration of buffer variables (i.e., members of shader storage blocks). When a buffer variable is declared with a memory qualifier, the behavior specified for memory accesses involving image variables described above applies identically to memory accesses involving that buffer variable. It is a compile-time error to assign to a buffer variable qualified with readonly or to read from a buffer variable qualified with writeonly. The combination readonly writeonly is allowed.

Additionally, memory qualifiers may be used at the block-level declaration of a shader storage block, including the combination readonly writeonly. When a block declaration is qualified with a memory qualifier, it is as if all of its members were declared with the same memory qualifier. For example, the block declaration

coherent buffer Block {
    readonly vec4 member1;
    vec4 member2;
};

is equivalent to

buffer Block {
    coherent readonly vec4 member1;
    coherent vec4 member2;
};

Memory qualifiers are only supported in the declarations of image variables, buffer variables, and shader storage blocks; it is an error to use such qualifiers in any other declarations.

When calling user-defined functions, opaque-type variables qualified with coherent, volatile, readonly, or writeonly may not be passed to functions whose formal parameters lack such qualifiers. (See “Function Definitions” for more detail on function calling.) It is legal to have any additional memory qualifiers on a formal parameter, but only restrict can be taken away from an opaque-type calling argument, by a formal parameter that lacks the restrict qualifier. For non-opaque argument types, where the values operated on by the called function are copied-in/copied-out, memory qualifiers are not required match.

When a built-in function is called, the code generated is to be based on the actual qualification of the calling argument, not on the list of memory qualifiers specified on the formal parameter in the prototype.

vec4 funcA(restrict image2D a) { ... }
vec4 funcB(image2D a) { ... }
layout(rgba32f) uniform image2D img1;
layout(rgba32f) coherent uniform image2D img2;

funcA(img1);        // OK, adding "restrict" is allowed
funcB(img2);        // illegal, stripping "coherent" is not

Layout qualifiers cannot be used on formal function parameters, and layout qualification is not included in parameter matching.

Note that the use of const in an image variable declaration is qualifying the const-ness of the variable being declared, not the image it refers to. The qualifier readonly qualifies the image memory (as accessed through that variable) while const qualifies the variable itself.

4.11. Specialization-Constant Qualifier

Specialization constants are used only for SPIR-V and declared using the constant_id layout qualifier. For example:

layout(constant_id = 17) const int arraySize = 12;

The above makes a specialization constant with a default value of 12. The number 17 is an example author-chosen id by which the API or other tools can later refer to this specific specialization constant. If it is never changed before final lowering, it will retain the value of 12. It is a compile-time error to use the constant_id qualifier on anything but SPIR-V generation of a scalar bool, int, uint, float, or double.

Built-in constants can be declared to be specialization constants. For example:

layout(constant_id = 31) gl_MaxClipDistances; // add specialization_id

The declaration uses just the name of the previously declared built-in variable, with a constant_id layout-qualifier declaration. It is a compile-time error to do this after the constant has been used: Constants are strictly either non-specialization constants or specialization constants, not both.

The built-in constant vector gl_WorkGroupSize can be specialized using the local_size_{xyz}_id qualifiers, to individually give the components an id. For example:

layout(local_size_x_id = 18, local_size_z_id = 19) in;

This leaves gl_WorkGroupSize.y as a non-specialization constant, with gl_WorkGroupSize being a partially specialized vector. Its x and z components can be later specialized, after generating SPIR-V, using the ids 18 and 19. These ids are declared independently from declaring the workgroup size:

layout(local_size_x = 32, local_size_y = 32) in;   // size is (32,32,1)
layout(local_size_x_id = 18) in;                   // constant_id for x
layout(local_size_z_id = 19) in;                   // constant_id for z

Existing rules for declaring local_size_x, local_size_y, and local_size_z are not changed. For the local-size ids, it is a compile-time error to provide different id values for the same local-size id, or to provide them after any use. Otherwise, order, placement, number of statements, and replication do not cause errors.

Two arrays sized with specialization constants are the same type only if sized with the same symbol, and involving no operations. For example:

layout(constant_id = 51) const int aSize = 20;
const int pad = 2;
const int total = aSize + pad; // specialization constant
int a[total], b[total];        // a and b have the same type
int c[22];                     // different type than a or b
int d[aSize + pad];            // different type than a, b, or c
int e[aSize + 2];              // different type than a, b, c, or d

Types containing arrays sized with a specialization constant cannot be compared, assigned as aggregates, declared with an initializer, or used as an initializer. They can, however, be passed as arguments to functions having formal parameters of the same type. Only the outer-most dimension of a variable declared as an array of arrays can be a specialization constant, otherwise a compile-time error results.

Arrays inside a block may be sized with a specialization constant, but the block will have a static layout. Changing the specialized size will not re-layout the block. In the absence of explicit offsets, the layout will be based on the default size of the array.

4.12. Order and Repetition of Qualification

When multiple qualifiers are present in a declaration, they may appear in any order, but they must all appear before the type. The layout qualifier is the only qualifier that can appear more than once. Further, a declaration can have at most one storage qualifier, at most one auxiliary storage qualifier, and at most one interpolation qualifier. If inout is used, neither in nor out may be used. Multiple memory qualifiers can be used. Any violation of these rules will cause a compile-time error.

4.13. Empty Declarations

Empty declarations are declarations without a variable name, meaning no object is instantiated by the declaration. Generally, empty declarations are allowed. Some are useful when declaring structures, while many others have no effect. For example:

int;               // No effect
struct S {int x;}; // Defines a struct S

The combinations of qualifiers that cause compile-time or link-time errors are the same whether or not the declaration is empty, for example:

invariant in float x; // Error. An input cannot be invariant.
invariant in float;   // Error even though no variable is declared.

5. Operators and Expressions

5.1. Operators

The OpenGL Shading Language has the following operators.

Precedence Operator Class Operators Associativity

1 (highest)

parenthetical grouping

( )

NA

2

array subscript
function call and constructor structure
field or method selector, swizzle
post fix increment and decrement

[ ]
( )
.
++ --

Left to Right

3

prefix increment and decrement
unary

++ --
+ - ~ !

Right to Left

4

multiplicative

* / %

Left to Right

5

additive

+ -

Left to Right

6

bit-wise shift

<< >>

Left to Right

7

relational

< > <= >=

Left to Right

8

equality

== !=

Left to Right

9

bit-wise and

&

Left to Right

10

bit-wise exclusive or

^

Left to Right

11

bit-wise inclusive or

|

Left to Right

12

logical and

&&

Left to Right

13

logical exclusive or

^^

Left to Right

14

logical inclusive or

||

Left to Right

15

selection

? :

Right to Left

16

Assignment
arithmetic assignments

=
+= -=
*= /=
%= <<= >>=
&= ^= |=

Right to Left

17 (lowest)

sequence

,

Left to Right

There is no address-of operator nor a dereference operator. There is no typecast operator; constructors are used instead.

5.2. Array Operations

These are now described in “Structure and Array Operations”.

5.3. Function Calls

If a function returns a value, then a call to that function may be used as an expression, whose type will be the type that was used to declare or define the function.

Function definitions and calling conventions are discussed in “Function Definitions”.

5.4. Constructors

Constructors use the function call syntax, where the function name is a type, and the call makes an object of that type. Constructors are used the same way in both initializers and expressions. (See “Shading Language Grammar” for details.) The parameters are used to initialize the constructed value. Constructors can be used to request a data type conversion to change from one scalar type to another scalar type, or to build larger types out of smaller types, or to reduce a larger type to a smaller type.

In general, constructors are not built-in functions with predetermined prototypes. For arrays and structures, there must be exactly one argument in the constructor for each element or member. For the other types, the arguments must provide a sufficient number of components to perform the initialization, and it is a compile-time error to include so many arguments that they cannot all be used. Detailed rules follow. The prototypes actually listed below are merely a subset of examples.

5.4.1. Conversion and Scalar Constructors

Converting between scalar types is done as the following prototypes indicate:

int(uint)     // converts an unsigned integer to a signed integer
int(bool)     // converts a Boolean value to an int
int(float)    // converts a float value to an int
int(double)   // converts a double value to a signed integer
uint(int)     // converts a signed integer value to an unsigned integer
uint(bool)    // converts a Boolean value to an unsigned integer
uint(float)   // converts a float value to an unsigned integer
uint(double)  // converts a double value to an unsigned integer
bool(int)     // converts a signed integer value to a Boolean
bool(uint)    // converts an unsigned integer value to a Boolean value
bool(float)   // converts a float value to a Boolean
bool(double)  // converts a double value to a Boolean
float(int)    // converts a signed integer value to a float
float(uint)   // converts an unsigned integer value to a float value
float(bool)   // converts a Boolean value to a float
float(double) // converts a double value to a float
double(int)   // converts a signed integer value to a double
double(uint)  // converts an unsigned integer value to a double
double(bool)  // converts a Boolean value to a double
double(float) // converts a float value to a double

When constructors are used to convert a floating-point type to an integer type, the fractional part of the floating-point value is dropped. It is undefined to convert a negative floating-point value to an uint.

Integer values having more bits of precision than a single-precision floating-point mantissa will lose precision when converted to float.

When a constructor is used to convert any integer or floating-point type to a bool, 0 and 0.0 are converted to false, and non-zero values are converted to true. When a constructor is used to convert a bool to any integer or floating-point type, false is converted to 0 or 0.0, and true is converted to 1 or 1.0.

The constructor int(uint) preserves the bit pattern in the argument, which will change the argument’s value if its sign bit is set. The constructor uint(int) preserves the bit pattern in the argument, which will change its value if it is negative.

Identity constructors, like float(float) are also legal, but of little use.

Scalar constructors with non-scalar parameters can be used to take the first element from a non-scalar. For example, the constructor float(vec3) will select the first component of the vec3 parameter.

5.4.2. Vector and Matrix Constructors

Constructors can be used to create vectors or matrices from a set of scalars, vectors, or matrices. This includes the ability to shorten vectors.

If there is a single scalar parameter to a vector constructor, it is used to initialize all components of the constructed vector to that scalar’s value. If there is a single scalar parameter to a matrix constructor, it is used to initialize all the components on the matrix’s diagonal, with the remaining components initialized to 0.0.

If a vector is constructed from multiple scalars, one or more vectors, or one or more matrices, or a mixture of these, the vector’s components will be constructed in order from the components of the arguments. The arguments will be consumed left to right, and each argument will have all its components consumed, in order, before any components from the next argument are consumed. Similarly for constructing a matrix from multiple scalars or vectors, or a mixture of these. Matrix components will be constructed and consumed in column major order. In these cases, there must be enough components provided in the arguments to provide an initializer for every component in the constructed value. It is a compile-time error to provide extra arguments beyond this last used argument.

If a matrix is constructed from a matrix, then each component (column i, row j) in the result that has a corresponding component (column i, row j) in the argument will be initialized from there. All other components will be initialized to the identity matrix. If a matrix argument is given to a matrix constructor, it is a compile-time error to have any other arguments.

If the basic type (bool, int, float, or double) of a parameter to a constructor does not match the basic type of the object being constructed, the scalar construction rules (above) are used to convert the parameters.

Some useful vector constructors are as follows:

vec3(float)          // initializes each component of the vec3 with the float
vec4(ivec4)          // makes a vec4 with component-wise conversion
vec4(mat2)           // the vec4 is column 0 followed by column 1
vec2(float, float)   // initializes a vec2 with 2 floats
ivec3(int, int, int) // initializes an ivec3 with 3 ints
bvec4(int, int, float, float) // uses 4 Boolean conversions
vec2(vec3)           // drops the third component of a vec3
vec3(vec4)           // drops the fourth component of a vec4
vec3(vec2, float)    // vec3.x = vec2.x, vec3.y = vec2.y, vec3.z = float
vec3(float, vec2)    // vec3.x = float, vec3.y = vec2.x, vec3.z = vec2.y
vec4(vec3, float)
vec4(float, vec3)
vec4(vec2, vec2)

Some examples of these are:

vec4 color = vec4(0.0, 1.0, 0.0, 1.0);
vec4 rgba = vec4(1.0);      // sets each component to 1.0
vec3 rgb = vec3(color);     // drop the 4th component

To initialize the diagonal of a matrix with all other elements set to zero:

mat2(float)
mat3(float)
mat4(float)

That is, result[i][j] is set to the float argument for all \(i = j\) and set to 0 for all \(i \neq j\).

To initialize a matrix by specifying vectors or scalars, the components are assigned to the matrix elements in column-major order.

mat2(vec2, vec2);                 // one column per argument
mat3(vec3, vec3, vec3);           // one column per argument
mat4(vec4, vec4, vec4, vec4);     // one column per argument
mat3x2(vec2, vec2, vec2);         // one column per argument
dmat2(dvec2, dvec2);
dmat3(dvec3, dvec3, dvec3);
dmat4(dvec4, dvec4, dvec4, dvec4);
mat2(float, float,                // first column
     float, float);               // second column
mat3(float, float, float,         // first column
     float, float, float,         // second column
     float, float, float);        // third column
mat4(float, float, float, float,  // first column
     float, float, float, float,  // second column
     float, float, float, float,  // third column
     float, float, float, float); // fourth column
mat2x3(vec2, float,               // first column
       vec2, float);              // second column
dmat2x4(dvec3, double,            // first column
        double, dvec3);           // second column

A wide range of other possibilities exist, to construct a matrix from vectors and scalars, as long as enough components are present to initialize the matrix. To construct a matrix from a matrix:

mat3x3(mat4x4); // takes the upper-left 3x3 of the mat4x4
mat2x3(mat4x2); // takes the upper-left 2x2 of the mat4x4, last row is 0,0
mat4x4(mat3x3); // puts the mat3x3 in the upper-left, sets the lower right
                // component to 1, and the rest to 0

5.4.3. Structure Constructors

Once a structure is defined, and its type is given a name, a constructor is available with the same name to construct instances of that structure. For example:

struct light {
    float intensity;
    vec3 position;
};

light lightVar = light(3.0, vec3(1.0, 2.0, 3.0));

The arguments to the constructor will be used to set the structure’s members, in order, using one argument per member. Each argument must be the same type as the member it sets, or be a type that can be converted to the member’s type according to section “Implicit Conversions”.

Structure constructors can be used as initializers or in expressions.

5.4.4. Array Constructors

Array types can also be used as constructor names, which can then be used in expressions or initializers. For example,

const float c[3] = float[3](5.0, 7.2, 1.1);
const float d[3] = float[](5.0, 7.2, 1.1);

float g;
...
float a[5] = float[5](g, 1, g, 2.3, g);
float b[3];

b = float[3](g, g + 1.0, g + 2.0);

There must be exactly the same number of arguments as the size of the array being constructed. If no size is present in the constructor, then the array is explicitly sized to the number of arguments provided. The arguments are assigned in order, starting at element 0, to the elements of the constructed array. Each argument must be the same type as the element type of the array, or be a type that can be converted to the element type of the array according to “Implicit Conversions”.

Arrays of arrays are similarly constructed, and the size for any dimension is optional

vec4 b[2] = ...;
vec4[3][2](b, b, b);    // constructor
vec4[][2](b, b, b);     // constructor, valid, size deduced
vec4[3][](b, b, b);     // constructor, valid, size deduced
vec4[][](b, b, b);      // constructor, valid, both sizes deduced

5.4.5. Texture-Combined Sampler Constructors

Texture-combined sampler constructors are only available when targeting Vulkan.

Texture-combined sampler types, like sampler2D, can be declared with an initializer that is a constructor of the same type, and consuming a texture and a sampler or samplerShadow. For example:

    layout(...) uniform sampler s;   // handle to filtering information
    layout(...) uniform texture2D t; // handle to a texture
    layout(...) in vec2 tCoord;
    ...
    texture(sampler2D(t, s), tCoord);

The result of a texture-combined sampler constructor cannot be assigned to a variable:

    ... sampler2D sConstruct = sampler2D(t, s);  // ERROR

Texture-combined sampler constructors can only be consumed by a function parameter.

Texture-combined sampler constructors of arrays are illegal:

    layout(...) uniform texture2D tArray[6];
    ...
    ... sampler2D[](tArray, s) ...  // ERROR

Formally:

  • every texture-combined sampler type can be used as a constructor

  • the type of the constructor must match the type of the variable being declared

  • the constructor’s first argument must be a texture type

  • the constructor’s second argument must be a scalar of type sampler or samplerShadow

  • the dimensionality (1D, 2D, 3D, Cube, Rect, Buffer, MS, and Array) of the texture type must match that of the constructed type (that is, the suffixes of the type of the first argument and the type of the constructor will be spelled the same way)

  • there is no control flow construct (e.g., ?:) that consumes any sampler type

Note: Shadow mismatches are allowed between constructors and the second argument. Texture-combined non-shadow samplers can be constructed from samplerShadow and texture-combined shadow samplers can be constructed from sampler.

5.5. Vector and Scalar Components and Length

The names of the components of a vector or scalar are denoted by a single letter. As a notational convenience, several letters are associated with each component based on common usage of position, color or texture coordinate vectors. The individual components can be selected by following the variable name with period (.) and then the component name.

The component names supported are:

{ x, y, z, w }

Useful when accessing vectors that represent points or normals

{ r, g, b, a }

Useful when accessing vectors that represent colors

{ s, t, p, q }

Useful when accessing vectors that represent texture coordinates

The component names x, r, and s are, for example, synonyms for the same (first) component in a vector. They are also the names of the only component in a scalar.

Note that the third component of the texture coordinate set has been renamed p so as to avoid the confusion with r (for red) in a color.

Accessing components beyond those declared for the type is a compile-time error so, for example:

vec2 pos;
float height;
pos.x       // is legal
pos.z       // is illegal
height.x    // is legal
height.y    // is illegal

The component selection syntax allows multiple components to be selected by appending their names (from the same name set) after the period (.).

vec4 v4;
v4.rgba;    // is a vec4 and the same as just using v4,
v4.rgb;     // is a vec3,
v4.b;       // is a float,
v4.xy;      // is a vec2,
v4.xgba;    // is illegal - the component names do not come from the same set

No more than 4 components can be selected.

vec4 v4;
v4.xyzwxy;      // is illegal since it has 6 components
(v4.xyzwxy).xy; // is illegal since the intermediate value has 6
components

The order of the components can be different to swizzle them, or replicated:

vec4 pos = vec4(1.0, 2.0, 3.0, 4.0);
vec4 swiz = pos.wzyx;   // swiz = (4.0, 3.0, 2.0, 1.0)
vec4 dup = pos.xxyy;    // dup = (1.0, 1.0, 2.0, 2.0)

This notation is more concise than the constructor syntax. To form an r-value, it can be applied to any expression that results in a vector or scalar r-value.

The component group notation can occur on the left hand side of an expression.

vec4 pos = vec4(1.0, 2.0, 3.0, 4.0);
pos.xw = vec2(5.0, 6.0);        // pos = (5.0, 2.0, 3.0, 6.0)
pos.wx = vec2(7.0, 8.0);        // pos = (8.0, 2.0, 3.0, 7.0)
pos.xx = vec2(3.0, 4.0);        // illegal - 'x' used twice
pos.xy = vec3(1.0, 2.0, 3.0);   // illegal - mismatch between vec2 and vec3

To form an l-value, swizzling must further be applied to an l-value and contain no duplicate components. It results in an l-value of scalar or vector type, depending on number of components specified.

Array subscripting syntax can also be applied to vectors (but not to scalars) to provide numeric indexing. So in

vec4 pos;

pos[2] refers to the third element of pos and is equivalent to pos.z. This allows variable indexing into a vector, as well as a generic way of accessing components. Any integer expression can be used as the subscript. The first component is at index zero. Reading from or writing to a vector using a constant integral expression with a value that is negative or greater than or equal to the size of the vector results in a compile-time error. When indexing with non-constant expressions, behavior is undefined if the index is negative, or greater than or equal to the size of the vector.

The length() method may be applied to vectors (but not scalars). The result is the number of components in the vector. For example,

vec3 v;
const int L = v.length();

sets the constant L to 3. The type returned by .length() on a vector is int, and the value returned is a constant expression.

5.6. Matrix Components

The components of a matrix can be accessed using array subscripting syntax. Applying a single subscript to a matrix treats the matrix as an array of column vectors, and selects a single column, whose type is a vector of the same size as the (column size of the) matrix. The leftmost column is column 0. A second subscript would then operate on the resulting vector, as defined earlier for vectors. Hence, two subscripts select a column and then a row.

mat4 m;
m[1] = vec4(2.0);   // sets the second column to all 2.0
m[0][0] = 1.0;      // sets the upper left element to 1.0
m[2][3] = 2.0;      // sets the 4th element of the third column to 2.0

Behavior is undefined when accessing a component outside the bounds of a matrix with a non-constant expression. It is a compile-time error to access a matrix with a constant expression that is outside the bounds of the matrix.

The length() method may be applied to matrices. The result is the number of columns of the matrix. For example,

mat3x4 v;
const int L = v.length();

sets the constant L to 3. The type returned by .length() on a matrix is int, and the value returned is a constant expression.

5.7. Structure and Array Operations

The members of a structure and the length() method of an array are selected using the period (.).

In total, only the following operators are allowed to operate on arrays and structures as whole entities:

field selector

.

equality

== !=

assignment

=

Ternary operator

?:

Sequence operator

,

indexing (arrays only)

[ ]

The equality operators and assignment operator are only allowed if the two operands are same size and type. The operands cannot contain any opaque types. Structure types must be of the same declared structure. Both array operands must be explicitly sized. When using the equality operators, two structures are equal if and only if all the members are component-wise equal, and two arrays are equal if and only if all the elements are element-wise equal.

Array elements are accessed using the array subscript operator ([ ]). An example of accessing an array element is

diffuseColor += lightIntensity[3] * NdotL;

Array indices start at zero. Array elements are accessed using an expression whose type is int or uint.

Behavior is undefined if a shader subscripts an array with an index less than 0 or greater than or equal to the size the array was declared with.

Arrays can also be accessed with the method operator (.) and the length method to query the size of the array:

lightIntensity.length() // return the size of the array

5.8. Assignments

Assignments of values to variable names are done with the assignment operator (=):

lvalue-expression = rvalue-expression

The lvalue-expression evaluates to an l-value. The assignment operator stores the value of rvalue-expression into the l-value and returns an r-value with the type and precision of lvalue-expression. The lvalue-expression and rvalue-expression must have the same type, or the expression must have a type in the table in section “Implicit Conversions” that converts to the type of lvalue-expression, in which case an implicit conversion will be done on the rvalue-expression before the assignment is done. Any other desired type-conversions must be specified explicitly via a constructor. It is a compile-time error if the l-value is not writable. Variables that are built-in types, entire structures or arrays, structure members, l-values with the field selector (.) applied to select components or swizzles without repeated fields, l-values within parentheses, and l-values dereferenced with the array subscript operator ([ ]) are all l-values. Other binary or unary expressions, function names, swizzles with repeated fields, and constants cannot be l-values. The ternary operator (?:) is also not allowed as an l-value. Using an incorrect expression as an l-value results in a compile-time error.

Expressions on the left of an assignment are evaluated before expressions on the right of the assignment.

The other assignment operators are

  • add into (+=)

  • subtract from (-=)

  • multiply into (*=)

  • divide into (/=)

  • modulus into (%=)

  • left shift by (<<=)

  • right shift by (>>=)

  • and into (&=)

  • inclusive-or into (|=)

  • exclusive-or into (^=)

where the general expression

lvalue op= expression

is equivalent to

lvalue = lvalue op expression

where lvalue is the value returned by lvalue-expression, op is as described below, and the lvalue-expression and expression must satisfy the semantic requirements of both op and equals (=).

Reading a variable before writing (or initializing) it is legal, however the value is undefined.

5.9. Expressions

Expressions in the shading language are built from the following:

  • Constants of type bool, all integral types, all floating-point types, all vector types, and all matrix types.

  • Constructors of all types.

  • Variable names of all types.

  • An array, vector, or matrix expression with the length() method applied.

  • Subscripted arrays.

  • Function calls that return values. In some cases, function calls returning void are also allowed in expressions as specified below.

  • Component field selectors and array subscript results.

  • Parenthesized expressions. Any expression, including expressions with void type can be parenthesized. Parentheses can be used to group operations. Operations within parentheses are done before operations across parentheses.

  • The arithmetic binary operators add (+), subtract (-), multiply (*), and divide (/) operate on integer and floating-point scalars, vectors, and matrices. If the fundamental types in the operands do not match, then the conversions from “Implicit Conversions” are applied to create matching types. All arithmetic binary operators result in the same fundamental type (signed integer, unsigned integer, single-precision floating-point, or double-precision floating-point) as the operands they operate on, after operand type conversion. After conversion, the following cases are valid

    • The two operands are scalars. In this case the operation is applied, resulting in a scalar.

    • One operand is a scalar, and the other is a vector or matrix. In this case, the scalar operation is applied independently to each component of the vector or matrix, resulting in the same size vector or matrix.

    • The two operands are vectors of the same size. In this case, the operation is done component-wise resulting in the same size vector.

    • The operator is add (+), subtract (-), or divide (/), and the operands are matrices with the same number of rows and the same number of columns. In this case, the operation is done component-wise resulting in the same size matrix.

    • The operator is multiply (*), where both operands are matrices or one operand is a vector and the other a matrix. A right vector operand is treated as a column vector and a left vector operand as a row vector. In all these cases, it is required that the number of columns of the left operand is equal to the number of rows of the right operand. Then, the multiply (*) operation does a linear algebraic multiply, yielding an object that has the same number of rows as the left operand and the same number of columns as the right operand. “Vector and Matrix Operations” explains in more detail how vectors and matrices are operated on.

      All other cases result in a compile-time error.

      Use the built-in functions dot, cross, matrixCompMult, and outerProduct, to get, respectively, vector dot product, vector cross product, matrix component-wise multiplication, and the matrix product of a column vector times a row vector.

  • The operator modulus (%) operates on signed or unsigned integers or integer vectors. If the fundamental types in the operands do not match, then the conversions from “Implicit Conversions” are applied to create matching types. The operands cannot be vectors of differing size; this is a compile-time error. If one operand is a scalar and the other vector, then the scalar is applied component-wise to the vector, resulting in the same type as the vector. If both are vectors of the same size, the result is computed component-wise. The resulting value is undefined for any component computed with a second operand that is zero, while results for other components with non-zero second operands remain defined. If both operands are non-negative, then the remainder is non-negative. Results are undefined if one or both operands are negative. The operator modulus (%) is not defined for any other data types (non-integer types).

  • The arithmetic unary operators plus (*), negate (*-*), post- and pre-increment and decrement (*--* and *+) operate on integer or floating-point values (including vectors and matrices). All unary operators work component-wise on their operands. These result with the same type they operated on. For post- and pre-increment and decrement, the expression must be a writable l-value. Pre-increment and pre-decrement add or subtract 1 or 1.0 to the contents of the expression they operate on, and the value of the pre-increment or pre-decrement expression is the resulting value of that modification. Post-increment and post-decrement expressions add or subtract 1 or 1.0 to the contents of the expression they operate on, but the resulting expression has the expression’s value before the post-increment or post-decrement was executed.

  • The relational operators greater than (>), less than (<), greater than or equal (>=), and less than or equal (<=) operate only on scalar integer and scalar floating-point expressions. The result is scalar Boolean. Either the operands' types must match, or the conversions from section “Implicit Conversions” will be applied to obtain matching types. To do component-wise relational comparisons on vectors, use the built-in functions lessThan, lessThanEqual, greaterThan, and greaterThanEqual.

  • The equality operators equal (==), and not equal (!=) operate on all types except opaque types, aggregates that contain opaque types, subroutine uniforms, and aggregates that contain subroutine uniforms. They result in a scalar Boolean. If the operand types do not match, then there must be a conversion from “Implicit Conversions” applied to one operand that can make them match, in which case this conversion is done. For vectors, matrices, structures, and arrays, all components, members, or elements of one operand must equal the corresponding components, members, or elements in the other operand for the operands to be considered equal. To get a vector of component-wise equality results for vectors, use the built-in functions equal and notEqual.

  • The logical binary operators and (&&), or (||), and exclusive or (^^) operate only on two Boolean expressions and result in a Boolean expression. And (&&) will only evaluate the right hand operand if the left hand operand evaluated to true. Or (||) will only evaluate the right hand operand if the left hand operand evaluated to false. Exclusive or (^^) will always evaluate both operands.

  • The logical unary operator not (!). It operates only on a Boolean expression and results in a Boolean expression. To operate on a vector, use the built-in function not.

  • The sequence (,) operator that operates on expressions by returning the type and value of the right-most expression in a comma separated list of expressions. All expressions are evaluated, in order, from left to right. The operands to the sequence operator may have void type. Opaque types cannot be used with the sequence (,) operator.

  • The ternary selection operator (?:). It operates on three expressions (exp1 ? exp2 : exp3). This operator evaluates the first expression, which must result in a scalar Boolean. If the result is true, it selects to evaluate the second expression, otherwise it selects to evaluate the third expression. Only one of the second and third expressions is evaluated. The second and third expressions cannot be opaque types, or there will be a compile-time error. Otherwise, the second and third expressions can be any type, including void, as long their types match, or there is a conversion in section “Implicit Conversions” that can be applied to one of the expressions to make their types match. This resulting matching type is the type of the entire expression.

  • The one’s complement operator (~). The operand must be of type signed or unsigned integer or integer vector, and the result is the one’s complement of its operand; each bit of each component is complemented, including any sign bits.

  • The shift operators (<<) and (>>). For both operators, the operands must be signed or unsigned integers or integer vectors. One operand can be signed while the other is unsigned. In all cases, the resulting type will be the same type as the left operand. If the first operand is a scalar, the second operand has to be a scalar as well. If the first operand is a vector, the second operand must be a scalar or a vector with the same size as the first operand, and the result is computed component-wise. The result is undefined if the right operand is negative, or greater than or equal to the number of bits in the left expression’s base type. The value of E1 << E2 is E1 (interpreted as a bit pattern) left-shifted by E2 bits. The value of E1 >> E2 is E1 right-shifted by E2 bit positions. If E1 is a signed integer, the right-shift will extend the sign bit. If E1 is an unsigned integer, the right-shift will zero-extend.

  • The bitwise operators and (&), exclusive-or (^), and inclusive-or (|). The operands must be of type signed or unsigned integers or integer vectors. The operands cannot be vectors of differing size; this is a compile-time error. If one operand is a scalar and the other a vector, the scalar is applied component-wise to the vector, resulting in the same type as the vector. If the fundamental types in the operands do not match, then the conversions from “Implicit Conversions” are applied to create matching types, and this will be the resulting fundamental type. For and (&), the result is the bitwise-and function of the operands. For exclusive-or (^), the result is the bitwise exclusive-or function of the operands. For inclusive-or (|), the result is the bitwise inclusive-or function of the operands.

For a complete specification of the syntax of expressions, see “Shading Language Grammar”.

5.10. Vector and Matrix Operations

With a few exceptions, operations are component-wise. Usually, when an operator operates on a vector or matrix, it is operating independently on each component of the vector or matrix, in a component-wise fashion. For example,

vec3 v, u;
float f;
v = u + f;

will be equivalent to

v.x = u.x + f;
v.y = u.y + f;
v.z = u.z + f;

And

vec3 v, u, w;
w = v + u;

will be equivalent to

w.x = v.x + u.x;
w.y = v.y + u.y;
w.z = v.z + u.z;

and likewise for most operators and all integer and floating-point vector and matrix types. The exceptions are matrix multiplied by vector, vector multiplied by matrix, and matrix multiplied by matrix. These do not operate component-wise, but rather perform the correct linear algebraic multiply.

vec3 v, u;
mat3 m;
u = v * m;

is equivalent to

u.x = dot(v, m[0]); // m[0] is the left column of m
u.y = dot(v, m[1]); // dot(a,b) is the inner (dot) product of a and b
u.z = dot(v, m[2]);

And

u = m * v;

is equivalent to

u.x = m[0].x * v.x + m[1].x * v.y + m[2].x * v.z;
u.y = m[0].y * v.x + m[1].y * v.y + m[2].y * v.z;
u.z = m[0].z * v.x + m[1].z * v.y + m[2].z * v.z;

And

mat3 m, n, r;
r = m * n;

is equivalent to

r[0].x = m[0].x * n[0].x + m[1].x * n[0].y + m[2].x * n[0].z;
r[1].x = m[0].x * n[1].x + m[1].x * n[1].y + m[2].x * n[1].z;
r[2].x = m[0].x * n[2].x + m[1].x * n[2].y + m[2].x * n[2].z;
r[0].y = m[0].y * n[0].x + m[1].y * n[0].y + m[2].y * n[0].z;
r[1].y = m[0].y * n[1].x + m[1].y * n[1].y + m[2].y * n[1].z;
r[2].y = m[0].y * n[2].x + m[1].y * n[2].y + m[2].y * n[2].z;
r[0].z = m[0].z * n[0].x + m[1].z * n[0].y + m[2].z * n[0].z;
r[1].z = m[0].z * n[1].x + m[1].z * n[1].y + m[2].z * n[1].z;
r[2].z = m[0].z * n[2].x + m[1].z * n[2].y + m[2].z * n[2].z;

and similarly for other sizes of vectors and matrices.

5.11. Out-of-Bounds Accesses

In the subsections described above for array, vector, matrix and structure accesses, any out-of-bounds access produced undefined behavior. However, if robust buffer access is enabled via the API, such accesses will be bound within the memory extent of the active program. It will not be possible to access memory from other programs, and accesses will not result in abnormal program termination. Out-of-bounds reads return undefined values, which include values from other variables of the active program or zero. Out-of-bounds writes may be discarded or overwrite other variables of the active program, depending on the value of the computed index and how this relates to the extent of the active program’s memory. Applications that require defined behavior for out-of-bounds accesses should range check all computed indices before dereferencing an array.

5.12. Specialization-Constant Operations

Specialization-constant operations are only available when targeting SPIR-V.

Only some operations discussed in this section may be applied to a specialization constant and still yield a result that is a specialization constant. The operations that do so are listed below. When a specialization constant is operated on with one of these operators and with another constant or specialization constant, the result is implicitly a specialization constant.

  • int(), uint(), and bool() constructors for type conversions from any of the following types to any of the following types:

    • int

    • uint

    • bool

  • vector versions of the above conversion constructors

  • allowed implicit conversions of the above

  • swizzles (e.g. foo.yx)

  • the following when applied to integer or unsigned integer types:

    • unary negative (-)

    • binary operations (+, -, *, /, %)

    • shift (<<, >>)

    • bitwise operations (&, |, ^)

  • the following when applied to integer or unsigned integer scalar types:

    • comparison (==, !=, >, >=, <, )

  • The following when applied to the Boolean scalar type:

    • not (!)

    • logical operations (&&, ||, ^^)

    • comparison (==, !=)

  • the ternary operator (?:)

6. Statements and Structure

The fundamental building blocks of the OpenGL Shading Language are:

  • statements and declarations

  • function definitions

  • selection (if-else and switch-case-default)

  • iteration (for, while, and do-while)

  • jumps (discard, return, break, and continue)

The overall structure of a shader is as follows

translation-unit :

global-declaration
translation-unit global-declaration

global-declaration :

function-definition
declaration

That is, a shader is a sequence of declarations and function bodies. Function bodies are defined as

function-definition :

function-prototype { statement-list }

statement-list :

statement
statement-list statement

statement :

compound-statement
simple-statement

Curly braces are used to group sequences of statements into compound statements.

compound-statement :

{ statement-list }

simple-statement :

declaration-statement
expression-statement
selection-statement
iteration-statement
jump-statement

Simple declaration, expression, and jump statements end in a semi-colon.

This above is slightly simplified, and the complete grammar specified in “Shading Language Grammar” should be used as the definitive specification.

Declarations and expressions have already been discussed.

6.1. Function Definitions

As indicated by the grammar above, a valid shader is a sequence of global declarations and function definitions. A function is declared as the following example shows:

// prototype
returnType functionName (type0 arg0, type1 arg1, ..., typen argn);

and a function is defined like

// definition
returnType functionName (type0 arg0, type1 arg1, ..., typen argn)
{
    // do some computation
    return returnValue;
}

where returnType must be present and cannot be void, or:

void functionName (type0 arg0, type1 arg1, ..., typen argn)
{
    // do some computation
    return; // optional
}

If the type of returnValue does not match returnType, there must be an implicit conversion in “Implicit Conversions” that converts the type of returnValue to returnType, or a compile-time error will result.

Each of the typeN must include a type and can optionally include parameter qualifiers. The formal argument names (args above) in the declarations are optional for both the declaration and definition forms.

A function is called by using its name followed by a list of arguments in parentheses.

Arrays are allowed as arguments and as the return type. In both cases, the array must be explicitly sized. An array is passed or returned by using just its name, without brackets, and the size of the array must match the size specified in the function’s declaration.

Structures are also allowed as argument types. The return type can also be a structure.

See “Shading Language Grammar” for the definitive reference on the syntax to declare and define functions.

All functions must be either declared with a prototype or defined with a body before they are called. For example:

float myfunc (float f,      // f is an input parameter
              out float g); // g is an output parameter

Functions that return no value must be declared as void. A void function can only use return without a return argument, even if the return argument has void type. Return statements only accept values:

void func1() { }
void func2() { return func1(); } // illegal return statement

Only a precision qualifier is allowed on the return type of a function. Formal parameters can have parameter, precision, and memory qualifiers, but no other qualifiers.

Functions that accept no input arguments need not use void in the argument list because prototypes (or definitions) are required and therefore there is no ambiguity when an empty argument list “( )” is declared. The idiom “(void)” as a parameter list is provided for convenience.

Function names can be overloaded. The same function name can be used for multiple functions, as long as the parameter types differ. If a function name is declared twice with the same parameter types, then the return types and all qualifiers must also match, and it is the same function being declared.

For example,

vec4 f(in vec4 x, out vec4 y);       // (A)
vec4 f(in vec4 x, out uvec4 y);      // (B) okay, different argument type
vec4 f(in ivec4 x, out dvec4 y);     // (C) okay, different argument type
int f(in vec4 x, out vec4 y);        // error, only return type differs
vec4 f(in vec4 x, in vec4 y);        // error, only qualifier differs
vec4 f(const in vec4 x, out vec4 y); // error, only qualifier differs

When function calls are resolved, an exact type match for all the arguments is sought. If an exact match is found, all other functions are ignored, and the exact match is used. If no exact match is found, then the implicit conversions in section “Implicit Conversions” will be applied to find a match. Mismatched types on input parameters (in or inout or default) must have a conversion from the calling argument type to the formal parameter type. Mismatched types on output parameters (out or inout) must have a conversion from the formal parameter type to the calling argument type.

If implicit conversions can be used to find more than one matching function, a single best-matching function is sought. To determine a best match, the conversions between calling argument and formal parameter types are compared for each function argument and pair of matching functions. After these comparisons are performed, each pair of matching functions are compared. A function declaration A is considered a better match than function declaration B if

  • for at least one function argument, the conversion for that argument in A is better than the corresponding conversion in B; and

  • there is no function argument for which the conversion in B is better than the corresponding conversion in A.

If a single function declaration is considered a better match than every other matching function declaration, it will be used. Otherwise, a compile-time semantic error for an ambiguous overloaded function call occurs.

To determine whether the conversion for a single argument in one match is better than that for another match, the following rules are applied, in order:

  1. An exact match is better than a match involving any implicit conversion.

  2. A match involving an implicit conversion from float to double is better than a match involving any other implicit conversion.

  3. A match involving an implicit conversion from either int or uint to float is better than a match involving an implicit conversion from either int or uint to double.

If none of the rules above apply to a particular pair of conversions, neither conversion is considered better than the other.

For the example function prototypes (A), (B), and © above, the following examples show how the rules apply to different sets of calling argument types:

f(vec4, vec4)   // exact match of vec4 f(in vec4 x, out vec4 y)
f(vec4, uvec4)  // exact match of vec4 f(in vec4 x, out uvec4 y)
f(vec4, ivec4)  // matched to vec4 f(in vec4 x, out vec4 y)
                // (C) not relevant, can't convert vec4 to
                // ivec4. (A) better than (B) for 2nd
                // argument (rule 3), same on first argument.
f(ivec4, vec4); // NOT matched. All three match by implicit
                // conversion. (C) is better than (A) and (B)
                // on the first argument. (A) is better than
                // (B) and (C).

User-defined functions can have multiple declarations, but only one definition.

A shader can redefine built-in functions. If a built-in function is redeclared in a shader (i.e., a prototype is visible) before a call to it, then the linker will only attempt to resolve that call within the set of shaders that are linked with it.

The function main is used as the entry point to a shader executable. A shader need not contain a function named main, but one shader in a set of shaders linked together to form a single shader executable must, or a link-time error results. This function takes no arguments, returns no value, and must be declared as type void:

void main()
{
    ...
}

The function main can contain uses of return. See “Jumps” for more details.

It is a compile-time or link-time error to declare or define a function main with any other parameters or return type.

6.1.1. Function Calling Conventions

Functions are called by value-return. This means input arguments are copied into the function at call time, and output arguments are copied back to the caller before function exit. Because the function works with local copies of parameters, there are no issues regarding aliasing of variables within a function. To control what parameters are copied in and/or out through a function definition or declaration:

  • The keyword in is used as a qualifier to denote a parameter is to be copied in, but not copied out.

  • The keyword out is used as a qualifier to denote a parameter is to be copied out, but not copied in. This should be used whenever possible to avoid unnecessarily copying parameters in.

  • The keyword inout is used as a qualifier to denote the parameter is to be both copied in and copied out. It means the same thing as specifying both in and out.

  • A function parameter declared with no such qualifier means the same thing as specifying in.

All arguments are evaluated at call time, exactly once, in order, from left to right. Evaluation of an in parameter results in a value that is copied to the formal parameter. Evaluation of an out parameter results in an l-value that is used to copy out a value when the function returns. Evaluation of an inout parameter results in both a value and an l-value; the value is copied to the formal parameter at call time and the l-value is used to copy out a value when the function returns.

The order in which output parameters are copied back to the caller is undefined.

If the function matching described in the previous section required argument type conversions, these conversions are applied at copy-in and copy-out times.

In a function, writing to an input-only parameter is allowed. Only the function’s copy is modified. This can be prevented by declaring a parameter with the const qualifier.

When calling a function, expressions that do not evaluate to l-values cannot be passed to parameters declared as out or inout, or a compile-time error results.

The syntax for function prototypes can be informally expressed as:

function-prototype :

return-type function-name ( parameter-qualifiers type-specifier name array-specifier , …​ )

return-type :

type-specifier
precision-qualifier type-specifier

parameter-qualifiers :

empty
parameter-qualifiers parameter-qualifier

parameter-qualifier :

const
in
out
inout
precise
memory-qualifier
precision-qualifier

name :

empty
identifier

array-specifier :

empty
[ integral-constant-expression ]

The const qualifier cannot be used with out or inout, or a compile-time error results. The above is used both for function declarations (i.e., prototypes) and for function definitions. Hence, function definitions can have unnamed arguments.

Static, and hence dynamic, recursion is not allowed. Static recursion is present if the static function-call graph of a program contains cycles. This includes all potential function calls through variables declared as subroutine uniform (described below). It is a compile-time or link-time error if a single compilation unit (shader) contains either static recursion or the potential for recursion through subroutine variables. Dynamic recursion occurs if at any time control flow has entered but not exited a single function more than once.

6.1.2. Subroutines

Subroutines provide a mechanism allowing shaders to be compiled in a manner where the target of one or more function calls can be changed at run-time without requiring any shader recompilation. For example, a single shader may be compiled with support for multiple illumination algorithms to handle different kinds of lights or surface materials. An application using such a shader may switch illumination algorithms by changing the value of its subroutine uniforms. To use subroutines, a subroutine type is declared, one or more functions are associated with that subroutine type, and a subroutine variable of that type is declared. The function currently assigned to the variable function is then called by using function calling syntax replacing a function name with the name of the subroutine variable. Subroutine variables are uniforms, and are assigned to specific functions only through commands (UniformSubroutinesuiv) in the OpenGL API.

Subroutine functionality is not available when generating SPIR-V.

Subroutine types are declared using a statement similar to a function declaration, with the subroutine keyword, as follows:

subroutine returnType subroutineTypeName(type0 arg0, type1 arg1,
                                         ..., typen argn);

As with function declarations, the formal argument names (args above) are optional. Functions are associated with subroutine types of matching declarations by defining the function with the subroutine keyword and a list of subroutine types the function matches:

subroutine(subroutineTypeName0, ..., subroutineTypeNameN)
returnType functionName(type0 arg0, type1 arg1, ..., typen argn)
{ ... } // function body

It is a compile-time error if arguments and return type don’t match between the function and each associated subroutine type.

Functions declared with subroutine must include a body. An overloaded function cannot be declared with subroutine; a program will fail to compile or link if any shader or stage contains two or more functions with the same name if the name is associated with a subroutine type.

A function declared with subroutine can also be called directly with a static use of functionName, as is done with non-subroutine function declarations and calls.

Subroutine type variables are required to be subroutine uniforms, and are declared with a specific subroutine type in a subroutine uniform variable declaration:

subroutine uniform subroutineTypeName subroutineVarName;

Subroutine uniform variables are called the same way functions are called. When a subroutine variable (or an element of a subroutine variable array) is associated with a particular function, all function calls through that variable will call that particular function.

Unlike other uniform variables, subroutine uniform variables are scoped to the shader execution stage the variable is declared in.

Subroutine variables may be declared as explicitly-sized arrays, which can be indexed only with dynamically uniform expressions.

It is a compile-time error to use the subroutine keyword in any places other than (as shown above) to

  • declare a subroutine type at global scope,

  • declare a function as a subroutine, or

  • declare a subroutine variable at global scope.

6.2. Selection

Conditional control flow in the shading language is done by either if, if-else, or switch statements:

selection-statement :

if ( bool-expression ) statement
if ( bool-expression ) statement else statement
switch ( init-expression ) { switch-statement-listopt }

Where switch-statement-list is a nested scope containing a list of zero or more switch-statement and other statements defined by the language, where switch-statement adds some forms of labels. That is

switch-statement-list :

switch-statement
switch-statement-list switch-statement

switch-statement :

case constant-expression :
default : statement

Note the above grammar’s purpose is to aid discussion in this section; the normative grammar is in “Shading Language Grammar”.

If an if-expression evaluates to true, then the first statement is executed. If it evaluates to false and there is an else part then the second statement is executed.

Any expression whose type evaluates to a Boolean can be used as the conditional expression bool-expression. Vector types are not accepted as the expression to if.

Conditionals can be nested.

The type of init-expression in a switch statement must be a scalar integer. The type of the constant-expression value in a case label also must be a scalar integer. When any pair of these values is tested for “equal value” and the types do not match, an implicit conversion will be done to convert the int to a uint (see “Implicit Conversions”) before the compare is done. If a case label has a constant-expression of equal value to init-expression, execution will continue after that label. Otherwise, if there is a default label, execution will continue after that label. Otherwise, execution skips the rest of the switch statement. It is a compile-time error to have more than one default or a replicated constant-expression. A break statement not nested in a loop or other switch statement (either not nested or nested only in if or if-else statements) will also skip the rest of the switch statement. Fall through labels are allowed, but it is a compile-time error to have no statement between a label and the end of the switch statement. No statements are allowed in a switch statement before the first case statement.

The case and default labels can only appear within a switch statement. No case or default labels can be nested inside other statements or compound statements within their corresponding switch.

6.3. Iteration

For, while, and do loops are allowed as follows:

for (init-expression; condition-expression; loop-expression)
    sub-statement
while (condition-expression)
    sub-statement
do
    statement
while (condition-expression)

See “Shading Language Grammar” for the definitive specification of loops.

The for loop first evaluates the init-expression, then the condition-expression. If the condition-expression evaluates to true, then the body of the loop is executed. After the body is executed, a for loop will then evaluate the loop-expression, and then loop back to evaluate the condition-expression, repeating until the condition-expression evaluates to false. The loop is then exited, skipping its body and skipping its loop-expression. Variables modified by the loop-expression maintain their value after the loop is exited, provided they are still in scope. Variables declared in init-expression or condition-expression are only in scope until the end of the sub-statement of the for loop.

The while loop first evaluates the condition-expression. If true, then the body is executed. This is then repeated, until the condition-expression evaluates to false, exiting the loop and skipping its body. Variables declared in the condition-expression are only in scope until the end of the sub-statement of the while loop.

The do-while loop first executes the body, then executes the condition-expression. This is repeated until condition-expression evaluates to false, and then the loop is exited.

Expressions for condition-expression must evaluate to a Boolean.

Both the condition-expression and the init-expression can declare and initialize a variable, except in the do-while loop, which cannot declare a variable in its condition-expression. The variable’s scope lasts only until the end of the sub-statement that forms the body of the loop.

Loops can be nested.

Non-terminating loops are allowed. The consequences of very long or non-terminating loops are platform dependent.

6.4. Jumps

These are the jumps:

jump_statement :

continue ;
break ;
return ;
return expression ;
discard ; // in the fragment shader language only

There is no “goto” or other non-structured flow of control.

The continue jump is used only in loops. It skips the remainder of the body of the inner-most loop of which it is inside. For while and do-while loops, this jump is to the next evaluation of the loop condition-expression from which the loop continues as previously defined. For for loops, the jump is to the loop-expression, followed by the condition-expression.

The break jump can also be used only in loops and switch statements. It is simply an immediate exit of the inner-most loop or switch statements containing the break. No further execution of condition-expression, loop-expression, or switch-statement is done.

The discard keyword is only allowed within fragment shaders. It can be used within a fragment shader to abandon the operation on the current fragment. This keyword causes the fragment to be discarded and no updates to any buffers will occur. Any prior writes to other buffers such as shader storage buffers are unaffected. Control flow exits the shader, and subsequent implicit or explicit derivatives are undefined when this control flow is non-uniform (meaning different fragments within the primitive take different control paths). It would typically be used within a conditional statement, for example:

if (intensity < 0.0)
    discard;

A fragment shader may test a fragment’s alpha value and discard the fragment based on that test. However, it should be noted that coverage testing occurs after the fragment shader runs, and the coverage test can change the alpha value.

The return jump causes immediate exit of the current function. If it has expression then that is the return value for the function.

The function main can use return. This simply causes main to exit in the same way as when the end of the function had been reached. It does not imply a use of discard in a fragment shader. Using return in main before defining outputs will have the same behavior as reaching the end of main before defining outputs.

7. Built-In Variables

7.1. Built-In Language Variables

Some operations occur outside shader functionality and need to provide values to or receive values from shader executables. Shaders communicate with fixed-function pipeline stages, and optionally with other shader executables, through the use of built-in input and output variables.

7.1.1. Vertex Shader Special Variables

The built-in vertex shader variables are intrinsically declared as follows:

in int gl_VertexID;       // only present when not targeting Vulkan
in int gl_InstanceID;     // only present when not targeting Vulkan
in int gl_VertexIndex;    // only present when targeting Vulkan
in int gl_InstanceIndex;  // only present when targeting Vulkan
in int gl_DrawID;
in int gl_BaseVertex;
in int gl_BaseInstance;

out gl_PerVertex {
    vec4 gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[];
    float gl_CullDistance[];
};

The variable gl_Position is intended for writing the homogeneous vertex position. It can be written at any time during shader execution. This value will be used by primitive assembly, clipping, culling, and other fixed functionality operations, if present, that operate on primitives after vertex processing has occurred. Its value is undefined after the vertex processing stage if the vertex shader executable does not write gl_Position.

The variable gl_PointSize is intended for a shader to write the size of the point to be rasterized. It is measured in pixels. If gl_PointSize is not written to, its value is undefined in subsequent pipe stages.

The variable gl_ClipDistance is intended for writing clip distances, and provides the forward compatible mechanism for controlling user clipping. The element gl_ClipDistance[i] specifies a clip distance for each plane i. A distance of 0 means the vertex is on the plane, a positive distance means the vertex is inside the clip plane, and a negative distance means the point is outside the clip plane. The clip distances will be linearly interpolated across the primitive and the portion of the primitive with interpolated distances less than 0 will be clipped.

The gl_ClipDistance array is predeclared as unsized and must be explicitly sized by the shader either redeclaring it with a size or implicitly sized by indexing it only with constant integral expressions. This needs to size the array to include all the clip planes that are enabled via the API; if the size does not include all enabled planes, results are undefined. The size can be at most gl_MaxClipDistances. The number of varying components (see gl_MaxVaryingComponents) consumed by gl_ClipDistance will match the size of the array, no matter how many planes are enabled. The shader must also set all values in gl_ClipDistance that have been enabled via the API, or results are undefined. Values written into gl_ClipDistance for planes that are not enabled have no effect.

The variable gl_CullDistance provides a mechanism for controlling user culling. The element gl_CullDistance[i] specifies a cull distance for plane i. A distance of 0 means the vertex is on the plane, a positive distance means the vertex is inside the cull volume, and a negative distance means the point is outside the cull volume. Primitives whose vertices all have a negative cull distance for plane i will be discarded.

The gl_CullDistance array is predeclared as unsized and must be sized by the shader either redeclaring it with a size or indexing it only with constant integral expressions. The size determines the number and set of enabled cull distances and can be at most gl_MaxCullDistances. The number of varying components (see gl_MaxVaryingComponents) consumed by gl_CullDistance will match the size of the array. Shaders writing gl_CullDistance must write all enabled distances, or culling results are undefined.

As an output variable, gl_CullDistance provides the place for the shader to write these distances. As an input in all but the fragment language, it reads the values written in the previous shader stage. In the fragment language, gl_CullDistance array contains linearly interpolated values for the vertex values written by a shader to the gl_CullDistance vertex output variable.

It is a compile-time or link-time error for the set of shaders forming a program to have the sum of the sizes of the gl_ClipDistance and gl_CullDistance arrays to be larger than gl_MaxCombinedClipAndCullDistances.

The variable gl_VertexID is a vertex shader input variable that holds an integer index for the vertex, as defined under “Shader Inputs” in section 11.1.3.9 “Shader Inputs” of the OpenGL Specification. It is only present when not targeting Vulkan. Even when present, the value of gl_VertexID is not always defined.

The variable gl_InstanceID is a vertex shader input variable that holds the instance number of the current primitive in an instanced draw call (see “Shader Inputs” in section 11.1.3.9 “Shader Inputs” of the OpenGL Specification). It is only present when not targeting Vulkan. If the current primitive does not come from an instanced draw call, the value of gl_InstanceID is zero.

The variable gl_VertexIndex is a vertex language input variable that holds an integer index for the vertex, relative to a base. It is only present when targeting Vulkan. Even when present, the value of gl_VertexIndex is not always defined.

The variable gl_InstanceIndex is a vertex language input variable that holds the instance number of the current primitive in an instanced draw call, relative to a base. It is only present when targeting Vulkan. If the current primitive does not come from an instanced draw call, the value of gl_InstanceIndex is zero.

The variable gl_DrawID is a vertex shader input variable that holds the integer index of the drawing command to which the current vertex belongs (see “Shader Inputs” in section 11.1.3.9 of the OpenGL Specification). If the vertex is not invoked by a Multi* form of a draw command, then the value of gl_DrawID is zero.

The variable gl_BaseVertex is a vertex shader input variable that holds the integer value passed to the baseVertex parameter of the command that resulted in the current shader invocation (see “Shader Inputs” in section 11.1.3.9 of the OpenGL Specification).

The variable gl_BaseInstance is a vertex shader input variable that holds the integer value passed to the baseInstance parameter of the command that resulted in the current shader invocation (see “Shader Inputs” in section 11.1.3.9 of the OpenGL Specification).

7.1.2. Tessellation Control Shader Special Variables

In the tessellation control shader, built-in variables are intrinsically declared as:

in gl_PerVertex {
    vec4 gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[];
    float gl_CullDistance[];
} gl_in[gl_MaxPatchVertices];

in int gl_PatchVerticesIn;
in int gl_PrimitiveID;
in int gl_InvocationID;

out gl_PerVertex {
    vec4 gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[];
    float gl_CullDistance[];
} gl_out[];

patch out float gl_TessLevelOuter[4];
patch out float gl_TessLevelInner[2];
Tessellation Control Input Variables

gl_Position, gl_PointSize, gl_ClipDistance, and gl_CullDistance contain the values written in the previous shader stage to the corresponding outputs.

gl_PatchVerticesIn contains the number of vertices in the input patch being processed by the shader. A single shader can read patches of differing sizes, so the value of gl_PatchVerticesIn may differ between patches.

gl_PrimitiveID contains the number of primitives processed by the shader since the current set of rendering primitives was started.

gl_InvocationID contains the number of the output patch vertex assigned to the tessellation control shader invocation. It is assigned integer values in the range [0, N-1], where N is the number of output patch vertices per primitive.

Tessellation Control Output Variables

gl_Position, gl_PointSize, gl_ClipDistance, and gl_CullDistance are used in the same fashion as the corresponding output variables in the vertex shader.

The values written to gl_TessLevelOuter and gl_TessLevelInner are assigned to the corresponding outer and inner tessellation levels of the output patch. They are used by the tessellation primitive generator to control primitive tessellation and may be read by tessellation evaluation shaders.

7.1.3. Tessellation Evaluation Shader Special Variables

In the tessellation evaluation shader, built-in variables are intrinsically declared as:

in gl_PerVertex {
    vec4 gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[];
    float gl_CullDistance[];
} gl_in[gl_MaxPatchVertices];

in int gl_PatchVerticesIn;
in int gl_PrimitiveID;
in vec3 gl_TessCoord;
patch in float gl_TessLevelOuter[4];
patch in float gl_TessLevelInner[2];

out gl_PerVertex {
    vec4 gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[];
    float gl_CullDistance[];
};
Tessellation Evaluation Input Variables

gl_Position, gl_PointSize, gl_ClipDistance, and gl_CullDistance contain the values written in the previous shader stage to the corresponding outputs.

gl_PatchVerticesIn and gl_PrimitiveID are defined in the same fashion as the corresponding input variables in the tessellation control shader.

gl_TessCoord specifies a three-component (u,v,w) vector identifying the position of the vertex being processed by the shader relative to the primitive being tessellated. Its values will obey the properties

gl_TessCoord.x == 1.0 - (1.0 - gl_TessCoord.x) // two operations performed
gl_TessCoord.y == 1.0 - (1.0 - gl_TessCoord.y) // two operations performed
gl_TessCoord.z == 1.0 - (1.0 - gl_TessCoord.z) // two operations performed

to aid in replicating subdivision computations.

If a tessellation control shader is active, the input variables gl_TessLevelOuter and gl_TessLevelInner are filled with the corresponding outputs written by the tessellation control shader. Otherwise, they are assigned with default tessellation levels specified in section 11.2.3.3 “Tessellation Evaluation Shader Inputs” of the OpenGL Specification.

Tessellation Evaluation Output Variables

gl_Position, gl_PointSize, gl_ClipDistance, and gl_CullDistance are used in the same fashion as the corresponding output variables in the vertex shader.

7.1.4. Geometry Shader Special Variables

In the geometry shader, built-in variables are intrinsically declared as:

in gl_PerVertex {
    vec4 gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[];
    float gl_CullDistance[];
} gl_in[];

in int gl_PrimitiveIDIn;
in int gl_InvocationID;

out gl_PerVertex {
    vec4 gl_Position;
    float gl_PointSize;
    float gl_ClipDistance[];
    float gl_CullDistance[];
};

out int gl_PrimitiveID;
out int gl_Layer;
out int gl_ViewportIndex;
Geometry Shader Input Variables

gl_Position, gl_PointSize, gl_ClipDistance, and gl_CullDistance contain the values written in the previous shader stage to the corresponding outputs.

gl_PrimitiveIDIn contains the number of primitives processed by the shader since the current set of rendering primitives was started.

gl_InvocationID contains the invocation number assigned to the geometry shader invocation. It is assigned integer values in the range [0, N-1], where N is the number of geometry shader invocations per primitive.

Geometry Shader Output Variables

gl_Position, gl_PointSize, gl_ClipDistance, and gl_CullDistance are used in the same fashion as the corresponding output variables in the vertex shader.

gl_PrimitiveID is filled with a single integer that serves as a primitive identifier to the fragment shader. This is then available to fragment shaders, which will select the written primitive ID from the provoking vertex of the primitive being shaded. If a fragment shader using gl_PrimitiveID is active and a geometry shader is also active, the geometry shader must write to gl_PrimitiveID or the fragment shader input gl_PrimitiveID is undefined. See section 11.3.4.5 “Geometry Shader Outputs” of the OpenGL Specification for more information.

gl_Layer is used to select a specific layer (or face and layer of a cube map) of a multi-layer framebuffer attachment. The actual layer used will come from one of the vertices in the primitive being shaded. Which vertex the layer comes from is determined as discussed in section 11.3.4.6 “Layer and Viewport Selection” of the OpenGL Specification but may be undefined, so it is best to write the same layer value for all vertices of a primitive. If a shader statically assigns a value to gl_Layer, layered rendering mode is enabled. See section 11.3.4.5 “Geometry Shader Outputs” and section 9.4.9 “Layered Framebuffers” of the OpenGL Specification for more information. If a shader statically assigns a value to gl_Layer, and there is an execution path through the shader that does not set gl_Layer, then the value of gl_Layer is undefined for executions of the shader that take that path.

The output variable gl_Layer takes on a special value when used with an array of cube map textures. Instead of only referring to the layer, it is used to select a cube map face and a layer. Setting gl_Layer to the value layer*6+face will render to face face of the cube defined in layer layer. The face values are defined in table 9.3 of section 9.4.9 “Layered Framebuffers” of the OpenGL Specification, but repeated below for clarity.

Face Value Resulting Target

0

TEXTURE_CUBE_MAP_POSITIVE_X

1

TEXTURE_CUBE_MAP_NEGATIVE_X

2

TEXTURE_CUBE_MAP_POSITIVE_Y

3

TEXTURE_CUBE_MAP_NEGATIVE_Y

4

TEXTURE_CUBE_MAP_POSITIVE_Z

5

TEXTURE_CUBE_MAP_NEGATIVE_Z

For example, to render to the positive y cube map face located in the 5th layer of the cube map array, gl_Layer should be set to 5 * 6 + 2.

The output variable gl_ViewportIndex provides the index of the viewport to which the next primitive emitted from the geometry shader should be drawn. Primitives generated by the geometry shader will undergo viewport transformation and scissor testing using the viewport transformation and scissor rectangle selected by the value of gl_ViewportIndex. The viewport index used will come from one of the vertices in the primitive being shaded. However, which vertex the viewport index comes from is implementation-dependent, so it is best to use the same viewport index for all vertices of the primitive. If a geometry shader does not assign a value to gl_ViewportIndex, viewport transform and scissor rectangle zero will be used. If a geometry shader statically assigns a value to gl_ViewportIndex and there is a path through the shader that does not assign a value to gl_ViewportIndex, the value of gl_ViewportIndex is undefined for executions of the shader that take that path. See section 11.3.4.6 “Layer and Viewport Selection” of the OpenGL Specification for more information.

7.1.5. Fragment Shader Special Variables

The built-in special variables that are accessible from a fragment shader are intrinsically declared as follows:

in vec4 gl_FragCoord;
in bool gl_FrontFacing;
in float gl_ClipDistance[];
in float gl_CullDistance[];
in vec2 gl_PointCoord;
in int gl_PrimitiveID;
in int gl_SampleID;
in vec2 gl_SamplePosition;
in int gl_SampleMaskIn[];
in int gl_Layer;
in int gl_ViewportIndex;
in bool gl_HelperInvocation;

out float gl_FragDepth;
out int gl_SampleMask[];

The output of the fragment shader executable is processed by the fixed function operations at the back end of the API pipeline.

The fixed functionality computed depth for a fragment may be obtained by reading gl_FragCoord.z, described below.

Writing to gl_FragDepth will establish the depth value for the fragment being processed. If depth buffering is enabled, and no shader writes gl_FragDepth, then the fixed function value for depth will be used as the fragment’s depth value. If a shader statically assigns a value to gl_FragDepth, and there is an execution path through the shader that does not set gl_FragDepth, then the value of the fragment’s depth may be undefined for executions of the shader that take that path. That is, if the set of linked fragment shaders statically contain a write to gl_FragDepth, then it is responsible for always writing it.

If a shader executes the discard keyword, the fragment is discarded, and the values of any user-defined fragment outputs, gl_FragDepth, and gl_SampleMask become irrelevant.

The variable gl_FragCoord is available as an input variable from within fragment shaders and it holds the window relative coordinates (x, y, z, 1/w) values for the fragment. If multi-sampling, this value can be for any location within the pixel, or one of the fragment samples. The use of centroid does not further restrict this value to be inside the current primitive. This value is the result of the fixed functionality that interpolates primitives after vertex processing to generate fragments. The z component is the depth value that would be used for the fragment’s depth if no shader contained any writes to gl_FragDepth. This is useful for invariance if a shader conditionally computes gl_FragDepth but otherwise wants the fixed functionality fragment depth.

Fragment shaders have access to the input built-in variable gl_FrontFacing, whose value is true if the fragment belongs to a front-facing primitive. One use of this is to emulate two-sided lighting by selecting one of two colors calculated by a vertex or geometry shader.

The values in gl_PointCoord are two-dimensional coordinates indicating where within a point primitive the current fragment is located, when point sprites are enabled. They range from 0.0 to 1.0 across the point. If the current primitive is not a point, or if point sprites are not enabled, then the values read from gl_PointCoord are undefined.

For both the input array gl_SampleMaskIn[] and the output array gl_SampleMask[], bit B of mask M (gl_SampleMaskIn[M] or gl_SampleMask[M]) corresponds to sample 32*M+B. These arrays have ceil(s/32) elements, where s is the maximum number of color samples supported by the implementation.

The input variable gl_SampleMaskIn indicates the set of samples covered by the primitive generating the fragment during multisample rasterization. It has a sample bit set if and only if the sample is considered covered for this fragment shader invocation.

The output array gl_SampleMask[] sets the sample mask for the fragment being processed. Coverage for the current fragment will become the logical AND of the coverage mask and the output gl_SampleMask. This array must be sized in the fragment shader either implicitly or explicitly, to be no larger than the implementation-dependent maximum sample-mask (as an array of 32bit elements), determined by the maximum number of samples.. If the fragment shader statically assigns a value to gl_SampleMask, the sample mask will be undefined for any array elements of any fragment shader invocations that fail to assign a value. If a shader does not statically assign a value to gl_SampleMask, the sample mask has no effect on the processing of a fragment.

The input variable gl_SampleID is filled with the sample number of the sample currently being processed. This variable is in the range 0 to gl_NumSamples-1, where gl_NumSamples is the total number of samples in the framebuffer, or 1 if rendering to a non-multisample framebuffer. Any static use of this variable in a fragment shader causes the entire shader to be evaluated per-sample.

The input variable gl_SamplePosition contains the position of the current sample within the multisample draw buffer. The x and y components of gl_SamplePosition contain the sub-pixel coordinate of the current sample and will have values in the range 0.0 to 1.0. Any static use of this variable in a fragment shader causes the entire shader to be evaluated per sample.

The value gl_HelperInvocation is true if the fragment shader invocation is considered a helper invocation and is false otherwise. A helper invocation is a fragment shader invocation that is created solely for the purposes of evaluating derivatives for use in non-helper fragment shader invocations. Such derivatives are computed implicitly in the built-in function texture() (see “Texture Functions”), and explicitly in the derivative functions in “Derivative Functions”, for example dFdx() and dFdy().

Fragment shader helper invocations execute the same shader code as non-helper invocations, but will not have side effects that modify the framebuffer or other shader-accessible memory. In particular:

  • Fragments corresponding to helper invocations are discarded when shader execution is complete, without updating the framebuffer.

  • Stores to image and buffer variables performed by helper invocations have no effect on the underlying image or buffer memory.

  • Atomic operations to image, buffer, or atomic counter variables performed by helper invocations have no effect on the underlying image or buffer memory. The values returned by such atomic operations are undefined.

Helper invocations may be generated for pixels not covered by a primitive being rendered. While fragment shader inputs qualified with centroid are normally required to be sampled in the intersection of the pixel and the primitive, the requirement is ignored for such pixels since there is no intersection between the pixel and primitive.

Helper invocations may also be generated for fragments that are covered by a primitive being rendered when the fragment is killed by early fragment tests (using the early_fragment_tests qualifier) or where the implementation is able to determine that executing the fragment shader would have no effect other than assisting in computing derivatives for other fragment shader invocations.

The set of helper invocations generated when processing any set of primitives is implementation-dependent.

gl_ClipDistance contains linearly interpolated values for the vertex- pipeline values written by a shader to the gl_ClipDistance output variable. Only elements in this array that have clipping enabled will have defined values.

The input variable gl_PrimitiveID is filled with the value written to the gl_PrimitiveID geometry shader output, if a geometry shader is present. Otherwise, it is filled with the number of primitives processed by the shader since the current set of rendering primitives was started.

The input variable gl_Layer is filled with the value written to the gl_Layer geometry shader output, if a geometry shader is present. If the geometry stage does not dynamically assign a value to gl_Layer, the value of gl_Layer in the fragment stage will be undefined. If the geometry stage makes no static assignment to gl_Layer, the input value in the fragment stage will be zero. Otherwise, the fragment stage will read the same value written by the geometry stage, even if that value is out of range. If a fragment shader contains a static access to gl_Layer, it will count against the implementation defined limit for the maximum number of inputs to the fragment stage.

The input variable gl_ViewportIndex is filled with the value written to the output variable gl_ViewportIndex in the geometry stage, if a geometry shader is present. If the geometry stage does not dynamically assign a value to gl_ViewportIndex, the value of gl_ViewportIndex in the fragment shader will be undefined. If the geometry stage makes no static assignment to gl_ViewportIndex, the fragment stage will read zero. Otherwise, the fragment stage will read the same value written by the geometry stage, even if that value is out of range. If a fragment shader contains a static access to gl_ViewportIndex, it will count against the implementation defined limit for the maximum number of inputs to the fragment stage.

7.1.6. Compute Shader Special Variables

In the compute shader, built-in variables are declared as follows:

// workgroup dimensions
in uvec3 gl_NumWorkGroups;
const uvec3 gl_WorkGroupSize;

// workgroup and invocation IDs
in uvec3 gl_WorkGroupID;
in uvec3 gl_LocalInvocationID;

// derived variables
in uvec3 gl_GlobalInvocationID;
in uint gl_LocalInvocationIndex;

The built-in variable gl_NumWorkGroups is a compute-shader input variable containing the number of workgroups in each dimension of the dispatch that will execute the compute shader. Its content is equal to the values specified in the num_groups_x, num_groups_y, and num_groups_z parameters passed to the DispatchCompute API entry point.

The built-in constant gl_WorkGroupSize is a compute-shader constant containing the workgroup size of the shader. The size of the workgroup in the X, Y, and Z dimensions is stored in the x, y, and z components. The constant values in gl_WorkGroupSize will match those specified in the required local_size_x, local_size_y, and local_size_z layout qualifiers for the current shader. This is a constant so that it can be used to size arrays of memory that can be shared within the workgroup. It is a compile-time error to use gl_WorkGroupSize in a shader that does not declare a fixed workgroup size, or before that shader has declared a fixed workgroup size, using local_size_x, local_size_y, and local_size_z. Use of variables whose values are derived from gl_WorkGroupSize, however, is not constrained to follow a declaration of the fixed workgroup size.

The built-in variable gl_WorkGroupID is a compute-shader input variable containing the three-dimensional index of the workgroup that the current invocation is executing in. The possible values range across the parameters passed into DispatchCompute, i.e., from (0, 0, 0) to (gl_NumWorkGroups.x - 1, gl_NumWorkGroups.y - 1, gl_NumWorkGroups.z -1).

The built-in variable gl_LocalInvocationID is a compute-shader input variable containing the three-dimensional index of the current work item within the workgroup. The possible values for this variable range across the workgroup size, i.e., (0,0,0) to (gl_WorkGroupSize.x - 1, gl_WorkGroupSize.y - 1, gl_WorkGroupSize.z - 1). Use of gl_LocalInvocationID is allowed before declarations of local_size_x, local_size_y, and local_size_z.

The built-in variable gl_GlobalInvocationID is a compute shader input variable containing the global index of the current work item. This value uniquely identifies this invocation from all other invocations across all workgroups initiated by the current DispatchCompute call. This is computed as:

gl_GlobalInvocationID =
    gl_WorkGroupID * gl_WorkGroupSize + gl_LocalInvocationID;

The built-in variable gl_LocalInvocationIndex is a compute shader input variable that contains the one-dimensional representation of the gl_LocalInvocationID. This is computed as:

gl_LocalInvocationIndex =
    gl_LocalInvocationID.z * gl_WorkGroupSize.x * gl_WorkGroupSize.y +
    gl_LocalInvocationID.y * gl_WorkGroupSize.x +
    gl_LocalInvocationID.x;

Use of gl_LocalInvocationIndex is allowed before declarations of local_size_x, local_size_y, and local_size_z.

7.1.7. Compatibility Profile Built-In Language Variables

When using the compatibility profile, the GL can provide fixed functionality behavior for the vertex and fragment programmable pipeline stages. For example, mixing a fixed functionality vertex stage with a programmable fragment stage.

The following built-in vertex, tessellation control, tessellation evaluation, and geometry output variables are available to specify inputs for the subsequent programmable shader stage or the fixed functionality fragment stage. A particular one should be written to if any functionality in a corresponding fragment shader or fixed pipeline uses it or state derived from it. Otherwise, behavior is undefined. The following members are added to the output gl_PerVertex block in these languages:

out gl_PerVertex { // part of the gl_PerVertex block described in 7.1
    // in addition to other gl_PerVertex members...
    vec4  gl_ClipVertex;
    vec4  gl_FrontColor;
    vec4  gl_BackColor;
    vec4  gl_FrontSecondaryColor;
    vec4  gl_BackSecondaryColor;
    vec4  gl_TexCoord[];
    float gl_FogFragCoord;
};

The output variable gl_ClipVertex provides a place for vertex and geometry shaders to write the coordinate to be used with the user clipping planes. Writing to gl_ClipDistance is the preferred method for user clipping. It is a compile-time or link-time error for the set of shaders forming a program to statically read or write both gl_ClipVertex and either gl_ClipDistance or gl_CullDistance. If neither gl_ClipVertex nor gl_ClipDistance is written, their values are undefined and any clipping against user clip planes is also undefined.

Similarly to what was previously described for the core profile, the gl_PerVertex block can be redeclared in a shader to explicitly include these additional members. For example:

out gl_PerVertex {
    vec4 gl_Position;    // will use gl_Position
    vec4 gl_FrontColor;  // will consume gl_color in the fragment shader
    vec4 gl_BackColor;
    vec4 gl_TexCoord[3]; // 3 elements of gl_TexCoord will be used
}; // no other aspects of the fixed interface will be used

The user must ensure the clip vertex and user clipping planes are defined in the same coordinate space. User clip planes work properly only under linear transform. It is undefined what happens under non-linear transform.

The output variables gl_FrontColor, glFrontSecondaryColor, gl_BackColor, and glBackSecondaryColor assign primary and secondary colors for front and back faces of primitives containing the vertex being processed. The output variable gl_TexCoord assigns texture coordinates for the vertex being processed.

For gl_FogFragCoord, the value written will be used as the “c” value in section 16.4 “Fog” of the Compatibility profile of the OpenGL Specification, by the fixed functionality pipeline. For example, if the z-coordinate of the fragment in eye space is desired as “c”, then that’s what the vertex shader executable should write into gl_FogFragCoord.

As with all arrays, indices used to subscript gl_TexCoord must either be a constant integral expressions, or this array must be redeclared by the shader with a size. The size can be at most gl_MaxTextureCoords. Using indices close to 0 may aid the implementation in preserving varying resources. The redeclaration of gl_TexCoord can also be done at global scope as, for example:

in vec4 gl_TexCoord[3];
out vec4 gl_TexCoord[4];

(This treatment is a special case for gl_TexCoord[], not a general method for redeclaring members of blocks.) It is a compile-time error to redeclare gl_TexCoord[] at global scope if there is a redeclaration of the corresponding built-in block; only one form of redeclaration is allowed within a shader (and hence within a stage, as block redeclarations must match across all shaders using it).

In the tessellation control, evaluation, and geometry shaders, the outputs of the previous stage described above are also available in the input gl_PerVertex block in these languages.

in gl_PerVertex { // part of the gl_PerVertex block described in 7.1
    // in addition to other gl_PerVertex members...
    vec4  gl_ClipVertex;
    vec4  gl_FrontColor;
    vec4  gl_BackColor;
    vec4  gl_FrontSecondaryColor;
    vec4  gl_BackSecondaryColor;
    vec4  gl_TexCoord[];
    float gl_FogFragCoord;
} gl_in[];

These can be redeclared to establish an explicit pipeline interface, the same way as described above for the output block gl_PerVertex, and the input redeclaration must match the output redeclaration of the previous stage. However, when a built-in interface block with an instance name is redeclared (e.g. gl_in), the instance name must be included in the redeclaration. It is a compile-time error to not include the built-in instance name or to change its name. For example,

in gl_PerVertex {
    vec4 gl_ClipVertex;
    vec4 gl_FrontColor;
} gl_in[]; // must be present and must be "gl_in[]"

Built-in block arrays predeclared with a size can be redeclared with unsized syntax. This keeps their size equal to the original predeclared size.

Treatment of gl_TexCoord[] redeclaration is also identical to that described for the output block gl_TexCoord[] redeclaration.

The following fragment input block is also available in a fragment shader when using the compatibility profile:

in gl_PerFragment {
    in float gl_FogFragCoord;
    in vec4  gl_TexCoord[];
    in vec4  gl_Color;
    in vec4  gl_SecondaryColor;
};

The values in gl_Color and gl_SecondaryColor will be derived automatically by the system from gl_FrontColor, gl_BackColor, gl_FrontSecondaryColor, and gl_BackSecondaryColor based on which face is visible in the primitive producing the fragment. If fixed functionality is used for vertex processing, then gl_FogFragCoord will either be the z-coordinate of the fragment in eye space, or the interpolation of the fog coordinate, as described in section 16.4 “Fog” of the Compatibility profile of the OpenGL Specification. The gl_TexCoord[] values are the interpolated gl_TexCoord[] values from a vertex shader or the texture coordinates of any fixed pipeline based vertex functionality.

Indices to the fragment shader gl_TexCoord array are as described above in the vertex shader text.

As described above for the input and output gl_PerVertex blocks, the gl_PerFragment block can be redeclared to create an explicit interface to another program. When matching these interfaces between separate programs, members in the gl_PerVertex output block must be declared if and only if the corresponding fragment shader members generated from them are present in the gl_PerFragment input block. These matches are described in detail in section 7.4.1 “Shader Interface Matching” of the OpenGL Specification. If they don’t match within a program, a link-time error will result. If the mismatch is between two programs, values passed between programs are undefined. Unlike with all other block matching, the order of declaration within gl_PerFragment does not have to match across shaders and does not have to correspond with order of declaration in a matching gl_PerVertex redeclaration.

The following fragment output variables are available in a fragment shader when using the compatibility profile:

out vec4 gl_FragColor;
out vec4 gl_FragData[gl_MaxDrawBuffers];

Writing to gl_FragColor specifies the fragment color that will be used by the subsequent fixed functionality pipeline. If subsequent fixed functionality consumes fragment color and an execution of the fragment shader executable does not write a value to gl_FragColor then the fragment color consumed is undefined.

The variable gl_FragData is an array. Writing to gl_FragData[n] specifies the fragment data that will be used by the subsequent fixed functionality pipeline for data n. If subsequent fixed functionality consumes fragment data and an execution of a fragment shader executable does not write a value to it, then the fragment data consumed is undefined.

If a shader statically assigns a value to gl_FragColor, it may not assign a value to any element of gl_FragData. If a shader statically writes a value to any element of gl_FragData, it may not assign a value to gl_FragColor. That is, a shader may assign values to either gl_FragColor or gl_FragData, but not both. Multiple shaders linked together must also consistently write just one of these variables. Similarly, if user-declared output variables are in use (statically assigned to), then the built-in variables gl_FragColor and gl_FragData may not be assigned to. These incorrect usages all generate compile-time or link-time errors.

If a shader executes the discard keyword, the fragment is discarded, and the values of gl_FragDepth and gl_FragColor become irrelevant.

7.2. Compatibility Profile Vertex Shader Built-In Inputs

The following predeclared input names can be used from within a vertex shader to access the current values of OpenGL state when using the compatibility profile.

in vec4 gl_Color;
in vec4 gl_SecondaryColor;
in vec3 gl_Normal;
in vec4 gl_Vertex;
in vec4 gl_MultiTexCoord0;
in vec4 gl_MultiTexCoord1;
in vec4 gl_MultiTexCoord2;
in vec4 gl_MultiTexCoord3;
in vec4 gl_MultiTexCoord4;
in vec4 gl_MultiTexCoord5;
in vec4 gl_MultiTexCoord6;
in vec4 gl_MultiTexCoord7;
in float gl_FogCoord;

7.3. Built-In Constants

The following built-in constants are declared in all shaders. The actual values used are implementation-dependent, but must be at least the value shown.

//
// Implementation-dependent constants. The example values below
// are the minimum values allowed for these maximums.
//
const int gl_MaxVertexAttribs = 16;
const int gl_MaxVertexUniformVectors = 256;
const int gl_MaxVertexUniformComponents = 1024;
const int gl_MaxVertexOutputComponents = 64;
const int gl_MaxVaryingComponents = 60;
const int gl_MaxVaryingVectors = 15;
const int gl_MaxVertexTextureImageUnits = 16;
const int gl_MaxVertexImageUniforms = 0;
const int gl_MaxVertexAtomicCounters = 0;
const int gl_MaxVertexAtomicCounterBuffers = 0;

const int gl_MaxTessPatchComponents = 120;
const int gl_MaxPatchVertices = 32;
const int gl_MaxTessGenLevel = 64;

const int gl_MaxTessControlInputComponents = 128;
const int gl_MaxTessControlOutputComponents = 128;
const int gl_MaxTessControlTextureImageUnits = 16;
const int gl_MaxTessControlUniformComponents = 1024;
const int gl_MaxTessControlTotalOutputComponents = 4096;
const int gl_MaxTessControlImageUniforms = 0;
const int gl_MaxTessControlAtomicCounters = 0;
const int gl_MaxTessControlAtomicCounterBuffers = 0;

const int gl_MaxTessEvaluationInputComponents = 128;
const int gl_MaxTessEvaluationOutputComponents = 128;
const int gl_MaxTessEvaluationTextureImageUnits = 16;
const int gl_MaxTessEvaluationUniformComponents = 1024;
const int gl_MaxTessEvaluationImageUniforms = 0;
const int gl_MaxTessEvaluationAtomicCounters = 0;
const int gl_MaxTessEvaluationAtomicCounterBuffers = 0;

const int gl_MaxGeometryInputComponents = 64;
const int gl_MaxGeometryOutputComponents = 128;
const int gl_MaxGeometryImageUniforms = 0;
const int gl_MaxGeometryTextureImageUnits = 16;
const int gl_MaxGeometryOutputVertices = 256;
const int gl_MaxGeometryTotalOutputComponents = 1024;
const int gl_MaxGeometryUniformComponents = 1024;
const int gl_MaxGeometryVaryingComponents = 64;            // deprecated
const int gl_MaxGeometryAtomicCounters = 0;
const int gl_MaxGeometryAtomicCounterBuffers = 0;

const int gl_MaxFragmentImageUniforms = 8;
const int gl_MaxFragmentInputComponents = 128;
const int gl_MaxFragmentUniformVectors = 256;
const int gl_MaxFragmentUniformComponents = 1024;
const int gl_MaxFragmentAtomicCounters = 8;
const int gl_MaxFragmentAtomicCounterBuffers = 1;

const int gl_MaxDrawBuffers = 8;
const int gl_MaxTextureImageUnits = 16;
const int gl_MinProgramTexelOffset = -8;
const int gl_MaxProgramTexelOffset = 7;
const int gl_MaxImageUnits = 8;
const int gl_MaxSamples = 4;
const int gl_MaxImageSamples = 0;
const int gl_MaxClipDistances = 8;
const int gl_MaxCullDistances = 8;
const int gl_MaxViewports = 16;

const int gl_MaxComputeImageUniforms = 8;
const ivec3 gl_MaxComputeWorkGroupCount = { 65535, 65535, 65535 };
const ivec3 gl_MaxComputeWorkGroupSize = { 1024, 1024, 64 };
const int gl_MaxComputeUniformComponents = 1024;
const int gl_MaxComputeTextureImageUnits = 16;
const int gl_MaxComputeAtomicCounters = 8;
const int gl_MaxComputeAtomicCounterBuffers = 8;

const int gl_MaxCombinedTextureImageUnits = 96;
const int gl_MaxCombinedImageUniforms = 48;
const int gl_MaxCombinedImageUnitsAndFragmentOutputs = 8;  // deprecated
const int gl_MaxCombinedShaderOutputResources = 16;
const int gl_MaxCombinedAtomicCounters = 8;
const int gl_MaxCombinedAtomicCounterBuffers = 1;
const int gl_MaxCombinedClipAndCullDistances = 8;
const int gl_MaxAtomicCounterBindings = 1;
const int gl_MaxAtomicCounterBufferSize = 32;

const int gl_MaxTransformFeedbackBuffers = 4;
const int gl_MaxTransformFeedbackInterleavedComponents = 64;

const highp int gl_MaxInputAttachments = 1;  // only present when targeting Vulkan

The constant gl_MaxVaryingFloats is removed in the core profile, use gl_MaxVaryingComponents instead.

7.3.1. Compatibility Profile Built-In Constants

const int gl_MaxTextureUnits = 2;
const int gl_MaxTextureCoords = 8;
const int gl_MaxClipPlanes = 8;
const int gl_MaxVaryingFloats = 60;

7.4. Built-In Uniform State

Built-in uniform state is not available when generating SPIR-V. Otherwise, as an aid to accessing OpenGL processing state, the following uniform variables are built into the OpenGL Shading Language.

//
// Depth range in window coordinates,
// section 13.6.1 "Controlling the Viewport" in the
// OpenGL Specification.
//
// Note: Depth-range state is only for viewport 0.
//
struct gl_DepthRangeParameters {
    float near; // n
    float far;  // f
    float diff; // f - n
};
uniform gl_DepthRangeParameters gl_DepthRange;
uniform int gl_NumSamples;

These variables are only guaranteed to be available in the fragment stage. In other stages, their presence and function is implementation-defined.

7.4.1. Compatibility Profile State

These variables are present only in the compatibility profile. They are not available to compute shaders, but are available to all other shaders.

//
// compatibility profile only
//
uniform mat4 gl_ModelViewMatrix;
uniform mat4 gl_ProjectionMatrix;
uniform mat4 gl_ModelViewProjectionMatrix;
uniform mat4 gl_TextureMatrix[gl_MaxTextureCoords];

//
// compatibility profile only
//
uniform mat3 gl_NormalMatrix; // transpose of the inverse of the
                              // upper leftmost 3x3 of gl_ModelViewMatrix

uniform mat4 gl_ModelViewMatrixInverse;
uniform mat4 gl_ProjectionMatrixInverse;
uniform mat4 gl_ModelViewProjectionMatrixInverse;
uniform mat4 gl_TextureMatrixInverse[gl_MaxTextureCoords];

uniform mat4 gl_ModelViewMatrixTranspose;
uniform mat4 gl_ProjectionMatrixTranspose;
uniform mat4 gl_ModelViewProjectionMatrixTranspose;
uniform mat4 gl_TextureMatrixTranspose[gl_MaxTextureCoords];

uniform mat4 gl_ModelViewMatrixInverseTranspose;
uniform mat4 gl_ProjectionMatrixInverseTranspose;
uniform mat4 gl_ModelViewProjectionMatrixInverseTranspose;
uniform mat4 gl_TextureMatrixInverseTranspose[gl_MaxTextureCoords];

//
// compatibility profile only
//
uniform float gl_NormalScale;

//
// compatibility profile only
//
uniform vec4 gl_ClipPlane[gl_MaxClipPlanes];

//
// compatibility profile only
//
struct gl_PointParameters {
    float size;
    float sizeMin;
    float sizeMax;
    float fadeThresholdSize;
    float distanceConstantAttenuation;
    float distanceLinearAttenuation;
    float distanceQuadraticAttenuation;
};

uniform gl_PointParameters gl_Point;

//
// compatibility profile only
//
struct gl_MaterialParameters {
 vec4 emission;   // Ecm
 vec4 ambient;    // Acm
 vec4 diffuse;    // Dcm
 vec4 specular;   // Scm
 float shininess; // Srm
};
uniform gl_MaterialParameters gl_FrontMaterial;
uniform gl_MaterialParameters gl_BackMaterial;

//
// compatibility profile only
//
struct gl_LightSourceParameters {
    vec4 ambient;               // Acli
    vec4 diffuse;               // Dcli
    vec4 specular;              // Scli
    vec4 position;              // Ppli
    vec4 halfVector;            // Derived: Hi
    vec3 spotDirection;         // Sdli
    float spotExponent;         // Srli
    float spotCutoff;           // Crli
                                // (range: [0.0,90.0], 180.0)
    float spotCosCutoff;        // Derived: cos(Crli)
                                // (range: [1.0,0.0],-1.0)
    float constantAttenuation;  // K0
    float linearAttenuation;    // K1
    float quadraticAttenuation; // K2
};

uniform gl_LightSourceParameters gl_LightSource[gl_MaxLights];

struct gl_LightModelParameters {
    vec4 ambient;                  // Acs
};

uniform gl_LightModelParameters gl_LightModel;

//
// compatibility profile only
//
// Derived state from products of light and material.
//

struct gl_LightModelProducts {
    vec4 sceneColor; // Derived. Ecm + Acm * Acs
};

uniform gl_LightModelProducts gl_FrontLightModelProduct;
uniform gl_LightModelProducts gl_BackLightModelProduct;

struct gl_LightProducts {
    vec4 ambient; // Acm * Acli
    vec4 diffuse; // Dcm * Dcli
    vec4 specular; // Scm * Scli
};

uniform gl_LightProducts gl_FrontLightProduct[gl_MaxLights];
uniform gl_LightProducts gl_BackLightProduct[gl_MaxLights];

//
// compatibility profile only
//
uniform vec4 gl_TextureEnvColor[gl_MaxTextureUnits];
uniform vec4 gl_EyePlaneS[gl_MaxTextureCoords];
uniform vec4 gl_EyePlaneT[gl_MaxTextureCoords];
uniform vec4 gl_EyePlaneR[gl_MaxTextureCoords];
uniform vec4 gl_EyePlaneQ[gl_MaxTextureCoords];
uniform vec4 gl_ObjectPlaneS[gl_MaxTextureCoords];
uniform vec4 gl_ObjectPlaneT[gl_MaxTextureCoords];
uniform vec4 gl_ObjectPlaneR[gl_MaxTextureCoords];
uniform vec4 gl_ObjectPlaneQ[gl_MaxTextureCoords];

//
// compatibility profile only
//
struct gl_FogParameters {
    vec4 color;
    float density;
    float start;
    float end;
    float scale; // Derived: 1.0 / (end - start)
};

uniform gl_FogParameters gl_Fog;

7.5. Redeclaring Built-In Blocks

The gl_PerVertex block can be redeclared in a shader to explicitly indicate what subset of the fixed pipeline interface will be used. This is necessary to establish the interface between multiple programs. For example:

out gl_PerVertex {
    vec4 gl_Position;   // will use gl_Position
    float gl_PointSize; // will use gl_PointSize
    vec4 t;             // error, only gl_PerVertex members allowed
}; // no other members of gl_PerVertex will be used

This establishes the output interface the shader will use with the subsequent pipeline stage. It must be a subset of the built-in members of gl_PerVertex. Such a redeclaration can also add the invariant qualifier, interpolation qualifiers, and the layout qualifiers xfb_offset, xfb_buffer, and xfb_stride. It can also add an array size for unsized arrays. For example:

out layout(xfb_buffer = 1, xfb_stride = 16) gl_PerVertex {
    vec4 gl_Position;
    layout(xfb_offset = 0) float gl_ClipDistance[4];
};

Other layout qualifiers, like location, cannot be added to such a redeclaration, unless specifically stated.

If a built-in interface block is redeclared, it must appear in the shader before any use of any member included in the built-in declaration, or a compile-time error will result. It is also a compile-time error to redeclare the block more than once or to redeclare a built-in block and then use a member from that built-in block that was not included in the redeclaration. Also, if a built-in interface block is redeclared, no member of the built-in declaration can be redeclared outside the block redeclaration. If multiple shaders using members of a built-in block belonging to the same interface are linked together in the same program, they must all redeclare the built-in block in the same way, as described in “Interface Blocks” for interface block matching, or a link-time error will result. It will also be a link-time error if some shaders in a program redeclare a specific built-in interface block while another shader in that program does not redeclare that interface block yet still uses a member of that interface block. If a built-in block interface is formed across shaders in different programs, the shaders must all redeclare the built-in block in the same way (as described for a single program), or the values passed along the interface are undefined.

8. Built-In Functions

The OpenGL Shading Language defines an assortment of built-in convenience functions for scalar and vector operations. Many of these built-in functions can be used in more than one type of shader, but some are intended to provide a direct mapping to hardware and so are available only for a specific type of shader.

The built-in functions basically fall into three categories:

  • They expose some necessary hardware functionality in a convenient way such as accessing a texture map. There is no way in the language for these functions to be emulated by a shader.

  • They represent a trivial operation (clamp, mix, etc.) that is very simple for the user to write, but they are very common and may have direct hardware support. It is a very hard problem for the compiler to map expressions to complex assembler instructions.

  • They represent an operation graphics hardware is likely to accelerate at some point. The trigonometry functions fall into this category.

Many of the functions are similar to the same named ones in common C libraries, but they support vector input as well as the more traditional scalar input.

Applications should be encouraged to use the built-in functions rather than do the equivalent computations in their own shader code since the built-in functions are assumed to be optimal (e.g. perhaps supported directly in hardware).

User code can replace built-in functions with their own if they choose, by simply redeclaring and defining the same name and argument list. Because built-in functions are in a more outer scope than user built-in functions, doing this will hide all built-in functions with the same name as the redeclared function.

When the built-in functions are specified below, where the input arguments (and corresponding output) can be float, vec2, vec3, or vec4, genFType is used as the argument. Where the input arguments (and corresponding output) can be int, ivec2, ivec3, or ivec4, genIType is used as the argument. Where the input arguments (and corresponding output) can be uint, uvec2, uvec3, or uvec4, genUType is used as the argument. Where the input arguments (or corresponding output) can be bool, bvec2, bvec3, or bvec4, genBType is used as the argument. Where the input arguments (and corresponding output) can be double, dvec2, dvec3, dvec4, genDType is used as the argument. For any specific use of a function, the actual types substituted for genFType, genIType, genUType, or genBType have to have the same number of components for all arguments and for the return type. Similarly, mat is used for any matrix basic type with single-precision components and dmat is used for any matrix basic type with double-precision components.

Built-in functions have an effective precision qualification. This qualification cannot be set explicitly and may be different from the precision qualification of the result.

Note: In general, as has been noted, precision qualification is ignored unless targeting Vulkan.

The precision qualification of the operation of a built-in function is based on the precision qualification of its formal parameters and actual parameters (input arguments): When a formal parameter specifies a precision qualifier, that is used, otherwise, the precision qualification of the actual (calling) argument is used. The highest precision of these will be the precision of the operation of the built-in function. Generally, this is applied across all arguments to a built-in function, with the exceptions being:

  • bitfieldExtract and bitfieldInsert ignore the offset and bits arguments.

  • interpolateAt functions only look at the interpolant argument.

The precision qualification of the result of a built-in function is determined in one of the following ways:

For the texture sampling and image load functions, the precision of the return type matches the precision of the image or texture-combined sampler type:

uniform lowp sampler2D texSampler;
highp vec2 coord;
...
lowp vec4 col = texture (texSampler, coord); // texture() returns lowp

Otherwise:

  • For prototypes that do not specify a resulting precision qualifier, the precision will be the same as the precision of the operation (as defined earlier).

  • For prototypes that do specify a resulting precision qualifier, the specified precision qualifier is the precision qualification of the result.

Where the built-in functions in the following sections specify an equation, the entire equation will be evaluated at the operation’s precision. This may lead to underflow or overflow in the result, even when the correct result could be represented in the operation precision.

8.1. Angle and Trigonometry Functions

Function parameters specified as angle are assumed to be in units of radians. In no case will any of these functions result in a divide by zero error. If the divisor of a ratio is 0, then results will be undefined.

These all operate component-wise. The description is per component.

Syntax Description

genFType radians(genFType degrees)

Converts degrees to radians, i.e., (π / 180) · degrees.

genFType degrees(genFType radians)

Converts radians to degrees, i.e., (180 / π) · radians.

genFType sin(genFType angle)

The standard trigonometric sine function.

genFType cos(genFType angle)

The standard trigonometric cosine function.

genFType tan(genFType angle)

The standard trigonometric tangent.

genFType asin(genFType x)

Arc sine. Returns an angle whose sine is x. The range of values returned by this function is [-π / 2, π / 2]. Results are undefined if |x| > 1.

genFType acos(genFType x)

Arc cosine. Returns an angle whose cosine is x. The range of values returned by this function is [0,Ï€]. Results are undefined if |x| > 1.

genFType atan(genFType y, genFType x)

Arc tangent. Returns an angle whose tangent is y / x. The signs of x and y are used to determine what quadrant the angle is in. The range of values returned by this function is [-π, π. Results are undefined if x and y are both 0.

genFType atan(genFType y_over_x)

Arc tangent. Returns an angle whose tangent is y_over_x. The range of values returned by this function is [-π / 2, π / 2].

genFType sinh(genFType x)

Returns the hyperbolic sine function (ex - e-x) / 2.

genFType cosh(genFType x)

Returns the hyperbolic cosine function (ex + e-x) / 2.

genFType tanh(genFType x)

Returns the hyperbolic tangent function sinh(x) / cosh(x).

genFType asinh(genFType x)

Arc hyperbolic sine; returns the inverse of sinh.

genFType acosh(genFType x)

Arc hyperbolic cosine; returns the non-negative inverse of cosh. Results are undefined if x < 1.

genFType atanh(genFType x)

Arc hyperbolic tangent; returns the inverse of tanh. Results are undefined if x ≥ 1.

8.2. Exponential Functions

These all operate component-wise. The description is per component.

Syntax Description

genFType pow(genFType x, genFType y)

Returns x raised to the y power, i.e., xy. Results are undefined if x < 0. Results are undefined if x = 0 and y ≤ 0.

genFType exp(genFType x)

Returns the natural exponentiation of x, i.e., ex.

genFType log(genFType x)

Returns the natural logarithm of x, i.e., returns the value y which satisfies the equation x = ey. Results are undefined if x ≤ 0.

genFType exp2(genFType x)

Returns 2 raised to the x power, i.e., 2x.

genFType log2(genFType x)

Returns the base 2 logarithm of x, i.e., returns the value y which satisfies the equation x = 2y. Results are undefined if x ≤ 0.

genFType sqrt(genFType x)
genDType sqrt(genDType x)

Returns sqrt(x). Results are undefined if x < 0.

genFType inversesqrt(genFType x)
genDType inversesqrt(genDType x)

Returns 1 / sqrt(x). Results are undefined if x ≤ 0.

8.3. Common Functions

These all operate component-wise. The description is per component.

Syntax Description

genFType abs(genFType x)
genIType abs(genIType x)
genDType abs(genDType x)

Returns x if x ≥ 0; otherwise it returns -x.

genFType sign(genFType x)
genIType sign(genIType x)
genDType sign(genDType x)

Returns 1.0 if x > 0, 0.0 if x = 0, or -1.0 if x < 0.

genFType floor(genFType x)
genDType floor(genDType x)

Returns a value equal to the nearest integer that is less than or equal to x.

genFType trunc(genFType x)
genDType trunc(genDType x)

Returns a value equal to the nearest integer to x whose absolute value is not larger than the absolute value of x.

genFType round(genFType x)
genDType round(genDType x)

Returns a value equal to the nearest integer to x. The fraction 0.5 will round in a direction chosen by the implementation, presumably the direction that is fastest. This includes the possibility that round(x) returns the same value as roundEven(x) for all values of x.

genFType roundEven(genFType x)
genDType roundEven(genDType x)

Returns a value equal to the nearest integer to x. A fractional part of 0.5 will round toward the nearest even integer. (Both 3.5 and 4.5 for x will return 4.0.)

genFType ceil(genFType x)
genDType ceil(genDType x)

Returns a value equal to the nearest integer that is greater than or equal to x.

genFType fract(genFType x)
genDType fract(genDType x)

Returns x - floor(x).

genFType mod(genFType x, float y)
genFType mod(genFType x, genFType y)
genDType mod(genDType x, double y)
genDType mod(genDType x, genDType y)

Modulus. Returns x - y · floor(x / y).

Note that implementations may use a cheap approximation to the remainder, and the error can be large due to the discontinuity in floor. This can produce mathematically unexpected results in some cases, such as mod(x,x) computing x rather than 0, and can also cause the result to have a different sign than the infinitely precise result.

genFType modf(genFType x, out genFType i)
genDType modf(genDType x, out genDType i)

Returns the fractional part of x and sets i to the integer part (as a whole number floating-point value). Both the return value and the output parameter will have the same sign as x.

genFType min(genFType x, genFType y)
genFType min(genFType x, float y)
genDType min(genDType x, genDType y)
genDType min(genDType x, double y)
genIType min(genIType x, genIType y)
genIType min(genIType x, int y)
genUType min(genUType x, genUType y)
genUType min(genUType x, uint y)

Returns y if y < x; otherwise it returns x.

genFType max(genFType x, genFType y)
genFType max(genFType x, float y)
genDType max(genDType x, genDType y)
genDType max(genDType x, double y)
genIType max(genIType x, genIType y)
genIType max(genIType x, int y)
genUType max(genUType x, genUType y)
genUType max(genUType x, uint y)

Returns y if x < y; otherwise it returns x.

genFType clamp(genFType x, genFType minVal, genFType maxVal)
genFType clamp(genFType x, float minVal, float maxVal)
genDType clamp(genDType x, genDType minVal, genDType maxVal)
genDType clamp(genDType x, double minVal, double maxVal)
genIType clamp(genIType x, genIType minVal, genIType maxVal)
genIType clamp(genIType x, int minVal, int maxVal)
genUType clamp(genUType x, genUType minVal, genUType maxVal)
genUType clamp(genUType x, uint minVal, uint maxVal)

Returns min(max(x, minVal), maxVal). Results are undefined if minVal > maxVal.

genFType mix(genFType x, genFType y, genFType a)
genFType mix(genFType x, genFType y, float a)
genDType mix(genDType x, genDType y, genDType a)
genDType mix(genDType x, genDType y, double a)

Returns the linear blend of x and y, i.e., x · (1 - a) + y · a.

genFType mix(genFType x, genFType y, genBType a)
genDType mix(genDType x, genDType y, genBType a)
genIType mix(genIType x, genIType y, genBType a)
genUType mix(genUType x, genUType y, genBType a)
genBType mix(genBType x, genBType y, genBType a)

Selects which vector each returned component comes from. For a component of a that is false, the corresponding component of x is returned. For a component of a that is true, the corresponding component of y is returned. Components of x and y that are not selected are allowed to be invalid floating-point values and will have no effect on the results. Thus, this provides different functionality than, for example,
genFType mix(genFType x, genFType y, genFType(a))
where a is a Boolean vector.

genFType step(genFType edge, genFType x)
genFType step(float edge, genFType x)
genDType step(genDType edge, genDType x)
genDType step(double edge, genDType x)

Returns 0.0 if x < edge; otherwise it returns 1.0.

genFType smoothstep(genFType edge0, genFType edge1, genFType x)
genFType smoothstep(float edge0, float edge1, genFType x)
genDType smoothstep(genDType edge0, genDType edge1, genDType x)
genDType smoothstep(double edge0, double edge1, genDType x)

Returns 0.0 if x ≤ edge0 and 1.0 if x ≥ edge1, and performs smooth Hermite interpolation between 0 and 1 when edge0 < x < edge1. This is useful in cases where you would want a threshold function with a smooth transition. This is equivalent to:

genFType t;
t = clamp ((x - edge0) / (edge1 - edge0), 0, 1);
return t * t * (3 - 2 * t);

(And similarly for doubles.) Results are undefined if edge0 ≥ edge1.

genBType isnan(genFType x)
genBType isnan(genDType x)

Returns true if x holds a NaN. Returns false otherwise. Always returns false if NaNs are not implemented.

genBType isinf(genFType x)
genBType isinf(genDType x)

Returns true if x holds a positive infinity or negative infinity. Returns false otherwise.

genIType floatBitsToInt(highp genFType value)
genUType floatBitsToUint(highp genFType value)

Returns a signed or unsigned integer value representing the encoding of a floating-point value. The float value’s bit-level representation is preserved.

genFType intBitsToFloat(highp genIType value)
genFType uintBitsToFloat(highp genUType value)

Returns a floating-point value corresponding to a signed or unsigned integer encoding of a floating-point value. If a NaN is passed in, it will not signal, and the resulting value is unspecified. If an Inf is passed in, the resulting value is the corresponding Inf. If a subnormal number is passed in, the result might be flushed to 0. Otherwise, the bit-level representation is preserved.

genFType fma(genFType a, genFType b, genFType c)
genDType fma(genDType a, genDType b, genDType c)

Computes and returns a * b + c. In uses where the return value is eventually consumed by a variable declared as precise:

  • fma() is considered a single operation, whereas the expression a * b + c consumed by a variable declared precise is considered two operations.

  • The precision of fma() can differ from the precision of the expression a * b + c.

  • fma() will be computed with the same precision as any other fma() consumed by a precise variable, giving invariant results for the same input values of a, b, and c.

Otherwise, in the absence of precise consumption, there are no special constraints on the number of operations or difference in precision between fma() and the expression a * b + c.

genFType frexp(highp genFType x, out highp genIType exp) genDType frexp(genDType x, out genIType exp)

Splits x into a floating-point significand in the range [0.5,1.0], and an integral exponent of two, such that

x = significant · 2exponent

The significand is returned by the function and the exponent is returned in the parameter exp. For a floating-point value of zero, the significand and exponent are both zero.

If an implementation supports signed zero, an input value of minus zero should return a significand of minus zero. For a floating-point value that is an infinity or is not a number, the results are undefined.

If the input x is a vector, this operation is performed in a component-wise manner; the value returned by the function and the value written to exp are vectors with the same number of components as x.

genFType ldexp(highp genFType x, highp genIType exp)
genDType ldexp(genDType x, genIType exp)

Builds a floating-point number from x and the corresponding integral exponent of two in exp, returning:

significand · 2exponent

If this product is too large to be represented in the floating-point type, the result is undefined.

If exp is greater than +128 (single-precision) or +1024 (double-precision), the value returned is undefined. If exp is less than -126 (single-precision) or -1022 (double-precision), the value returned may be flushed to zero. Additionally, splitting the value into a significand and exponent using frexp() and then reconstructing a floating-point value using ldexp() should yield the original input for zero and all finite non-subnormal values.
If the input x is a vector, this operation is performed in a component-wise manner; the value passed in exp and returned by the function are vectors with the same number of components as x.

8.4. Floating-Point Pack and Unpack Functions

These functions do not operate component-wise, rather, as described in each case.

Syntax Description

highp uint packUnorm2x16(vec2 v)
highp uint packSnorm2x16(vec2 v)
uint packUnorm4x8(vec4 v)
uint packSnorm4x8(vec4 v)

First, converts each component of the normalized floating-point value v into 16-bit (2x16) or 8-bit (4x8) integer values. Then, the results are packed into the returned 32-bit unsigned integer.

The conversion for component c of v to fixed point is done as follows:

packUnorm2x16: round(clamp(c, 0, +1) * 65535.0)
packSnorm2x16: round(clamp(c, -1, +1) * 32767.0)
packUnorm4x8: round(clamp(c, 0, +1) * 255.0)
packSnorm4x8: round(clamp(c, -1, +1) * 127.0)

The first component of the vector will be written to the least significant bits of the output; the last component will be written to the most significant bits.

vec2 unpackUnorm2x16(highp uint p)
vec2 unpackSnorm2x16(highp uint p)
vec4 unpackUnorm4x8(highp uint p)
vec4 unpackSnorm4x8(highp uint p)

First, unpacks a single 32-bit unsigned integer p into a pair of 16-bit unsigned integers, a pair of 16-bit signed integers, four 8-bit unsigned integers, or four 8-bit signed integers, respectively. Then, each component is converted to a normalized floating-point value to generate the returned two- or four-component vector.

The conversion for unpacked fixed-point value f to floating-point is done as follows:

unpackUnorm2x16: f / 65535.0
unpackSnorm2x16: clamp(f / 32767.0, -1, +1)
unpackUnorm4x8: f / 255.0
unpackSnorm4x8: clamp(f / 127.0, -1, +1)

The first component of the returned vector will be extracted from the least significant bits of the input; the last component will be extracted from the most significant bits.

uint packHalf2x16( vec2 v)

Returns an unsigned integer obtained by converting the components of a two-component floating-point vector to the 16-bit floating-point representation of the API, and then packing these two 16-bit integers into a 32-bit unsigned integer.

The first vector component specifies the 16 least-significant bits of the result; the second component specifies the 16 most-significant bits.

vec2 unpackHalf2x16( uint v)

Returns a two-component floating-point vector with components obtained by unpacking a 32-bit unsigned integer into a pair of 16-bit values, interpreting those values as 16-bit floating-point numbers according to the API, and converting them to 32-bit floating-point values.

The first component of the vector is obtained from the 16 least-significant bits of v; the second component is obtained from the 16 most-significant bits of v.

double packDouble2x32(uvec2 v)

Returns a double-precision value obtained by packing the components of v into a 64-bit value. If an IEEE 754 Inf or NaN is created, it will not signal, and the resulting floating-point value is unspecified. Otherwise, the bit-level representation of v is preserved. The first vector component specifies the 32 least significant bits; the second component specifies the 32 most significant bits.

uvec2 unpackDouble2x32(double v)

Returns a two-component unsigned integer vector representation of v. The bit-level representation of v is preserved. The first component of the vector contains the 32 least significant bits of the double; the second component consists of the 32 most significant bits.

8.5. Geometric Functions

These operate on vectors as vectors, not component-wise.

Syntax Description

float length(genFType x)
double length(genDType x)

Returns the length of vector x, i.e., sqrt( x02 + x12 + …​ ).

float distance(genFType p0, genFType p1)
double distance(genDType p0, genDType p1)

Returns the distance between p0 and p1, i.e., length(p0 - p1)

float dot(genFType x, genFType y)
double dot(genDType x, genDType y)

Returns the dot product of x and y, i.e., x0 · y0 + x1 · y1 + …​

vec3 cross(vec3 x, vec3 y)
dvec3 cross(dvec3 x, dvec3 y)

Returns the cross product of x and y, i.e., (x1 · y2 - y1 · x2, x2 · y0 - y2 · x0, x0 · y1 - y0 · x1).

genFType normalize(genFType x)
genDType normalize(genDType x)

Returns a vector in the same direction as x but with a length of 1, i.e. x / length(x).

compatibility profile only
vec4 ftransform()

Available only when using the compatibility profile. For core OpenGL, use invariant.
For vertex shaders only. This function will ensure that the incoming vertex value will be transformed in a way that produces exactly the same result as would be produced by OpenGL’s fixed functionality transform. It is intended to be used to compute gl_Position, e.g.

gl_Position = ftransform()

This function should be used, for example, when an application is rendering the same geometry in separate passes, and one pass uses the fixed functionality path to render and another pass uses programmable shaders.

genFType faceforward(genFType N, genFType I, genFType Nref)
genDType faceforward(genDType N, genDType I, genDType Nref)

If dot(Nref, I) < 0 return N, otherwise return -N.

genFType reflect(genFType I, genFType N)
genDType reflect(genDType I, genDType N)

For the incident vector I and surface orientation N, returns the reflection direction: I - 2 · dot(N, I) · N. N must already be normalized in order to achieve the desired result.

genFType refract(genFType I, genFType N, float eta)
genDType refract(genDType I, genDType N, double eta)

For the incident vector I and surface normal N, and the ratio of indices of refraction eta, return the refraction vector. The result is computed by the refraction equation shown below.

The input parameters for the incident vector _I_ and the surface
normal _N_ must already be normalized to get the desired results.

8.5.1. Refraction Equation

\[k = 1.0 - eta * eta * (1.0 - \textbf{dot}(N,I) \cdot \textbf{dot}(N,I))\]
\[\begin{aligned} result &= \begin{cases} genFType(0.0), & k < 0.0 \\ eta * I - (eta * \textbf{dot}(N,I) + \sqrt { k }) * N, & \textbf{otherwise} \end{cases} \end{aligned}\]

8.6. Matrix Functions

For each of the following built-in matrix functions, there is both a single-precision floating-point version, where all arguments and return values are single precision, and a double-precision floating-point version, where all arguments and return values are double precision. Only the single-precision floating-point version is shown.

Syntax Description

mat matrixCompMult(mat x, mat y)

Multiply matrix x by matrix y component-wise, i.e., result[i][j] is the scalar product of x[i][j] and y[i][j].

Note: to get linear algebraic matrix multiplication, use the multiply operator (*).

mat2 outerProduct(vec2 c, vec2 r)
mat3 outerProduct(vec3 c, vec3 r)
mat4 outerProduct(vec4 c, vec4 r)
mat2x3 outerProduct(vec3 c, vec2 r)
mat3x2 outerProduct(vec2 c, vec3 r)
mat2x4 outerProduct(vec4 c, vec2 r)
mat4x2 outerProduct(vec2 c, vec4 r)
mat3x4 outerProduct(vec4 c, vec3 r)
mat4x3 outerProduct(vec3 c, vec4 r)

Treats the first parameter c as a column vector (matrix with one column) and the second parameter r as a row vector (matrix with one row) and does a linear algebraic matrix multiply c * r, yielding a matrix whose number of rows is the number of components in c and whose number of columns is the number of components in r.

mat2 transpose(mat2 m)
mat3 transpose(mat3 m)
mat4 transpose(mat4 m)
mat2x3 transpose(mat3x2 m)
mat3x2 transpose(mat2x3 m)
mat2x4 transpose(mat4x2 m)
mat4x2 transpose(mat2x4 m)
mat3x4 transpose(mat4x3 m)
mat4x3 transpose(mat3x4 m)

Returns a matrix that is the transpose of m. The input matrix m is not modified.

float determinant(mat2 m)
float determinant(mat3 m)
float determinant(mat4 m)

Returns the determinant of m.

mat2 inverse(mat2 m)
mat3 inverse(mat3 m)
mat4 inverse(mat4 m)

Returns a matrix that is the inverse of m. The input matrix m is not modified. The values in the returned matrix are undefined if m is singular or poorly-conditioned (nearly singular).

8.7. Vector Relational Functions

Relational and equality operators (<, <=, >, >=, ==, !=) are defined to operate on scalars and produce scalar Boolean results. For vector results, use the following built-in functions. Below, the following placeholders are used for the listed specific types:

Placeholder Specific Types Allowed

bvec

bvec2, bvec3, bvec4

ivec

ivec2, ivec3, ivec4

uvec

uvec2, uvec3, uvec4

vec

vec2, vec3, vec4, dvec2, dvec3, dvec4

In all cases, the sizes of all the input and return vectors for any particular call must match.

Syntax Description

bvec lessThan(vec x, vec y)
bvec lessThan(ivec x, ivec y)
bvec lessThan(uvec x, uvec y)

Returns the component-wise compare of x < y.

bvec lessThanEqual(vec x, vec y)
bvec lessThanEqual(ivec x, ivec y)
bvec lessThanEqual(uvec x, uvec y)

Returns the component-wise compare of x ≤ y.

bvec greaterThan(vec x, vec y)
bvec greaterThan(ivec x, ivec y)
bvec greaterThan(uvec x, uvec y)

Returns the component-wise compare of x > y.

bvec greaterThanEqual(vec x, vec y)
bvec greaterThanEqual(ivec x, ivec y)
bvec greaterThanEqual(uvec x, uvec y)

Returns the component-wise compare of x ≥ y.

bvec equal(vec x, vec y)
bvec equal(ivec x, ivec y)
bvec equal(uvec x, uvec y)
bvec equal(bvec x, bvec y)

Returns the component-wise compare of x == y.

bvec notEqual(vec x, vec y)
bvec notEqual(ivec x, ivec y)
bvec notEqual(uvec x, uvec y)
bvec notEqual(bvec x, bvec y)

Returns the component-wise compare of x ≠ y.

bool any(bvec x)

Returns true if any component of x is true.

bool all(bvec x)

Returns true only if all components of x are true.

bvec not(bvec x)

Returns the component-wise logical complement of x.

8.8. Integer Functions

These all operate component-wise. The description is per component. The notation [a, b] means the set of bits from bit-number a through bit-number b, inclusive. The lowest-order bit is bit 0. “Bit number” will always refer to counting up from the lowest-order bit as bit 0.

Syntax Description

genUType uaddCarry(highp genUType x, highp genUType y, out lowp genUType carry)

Adds 32-bit unsigned integers x and y, returning the sum modulo 232. The value carry is set to zero if the sum was less than 232, or one otherwise.

genUType usubBorrow(highp genUType x, highp genUType y, out lowp genUType borrow)

Subtracts the 32-bit unsigned integer y from x, returning the difference if non-negative, or 232 plus the difference otherwise. The value borrow is set to zero if x ≥ y, or one otherwise.

void umulExtended(highp genUType x, highp genUType y, out highp genUType msb, out highp genUType lsb)
void imulExtended(highp genIType x, highp genIType y, out highp genIType msb, out highp genIType lsb)

Multiplies 32-bit unsigned or signed integers x and y, producing a 64-bit result. The 32 least-significant bits are returned in lsb. The 32 most-significant bits are returned in msb.

genIType bitfieldExtract(genIType value, int offset, int bits)
genUType bitfieldExtract(genUType value, int offset, int bits)

Extracts bits [offset, offset + bits - 1] from value, returning them in the least significant bits of the result.

For unsigned data types, the most significant bits of the result will be set to zero. For signed data types, the most significant bits will be set to the value of bit offset + bits - 1.

If bits is zero, the result will be zero. The result will be undefined if offset or bits is negative, or if the sum of offset and bits is greater than the number of bits used to store the operand. Note that for vector versions of bitfieldExtract(), a single pair of offset and bits values is shared for all components.

genIType bitfieldInsert(genIType base, genIType insert, int offset, int bits)
genUType bitfieldInsert(genUType base, genUType insert, int offset, int bits)

Inserts the bits least significant bits of insert into base.

The result will have bits [offset, offset + bits - 1] taken from bits [0, bits - 1] of insert, and all other bits taken directly from the corresponding bits of base. If bits is zero, the result will simply be base. The result will be undefined if offset or bits is negative, or if the sum of offset and bits is greater than the number of bits used to store the operand.
Note that for vector versions of bitfieldInsert(), a single pair of offset and bits values is shared for all components.

genIType bitfieldReverse(highp genIType value)
genUType bitfieldReverse(highp genUType value)

Reverses the bits of value. The bit numbered n of the result will be taken from bit (bits - 1) - n of value, where bits is the total number of bits used to represent value.

genIType bitCount(genIType value)
genIType bitCount(genUType value)

Returns the number of one bits in the binary representation of value.

genIType findLSB(genIType value)
genIType findLSB(genUType value)

Returns the bit number of the least significant one bit in the binary representation of value. If value is zero, -1 will be returned.

genIType findMSB(highp genIType value)
genIType findMSB(highp genUType value)

Returns the bit number of the most significant bit in the binary representation of value.

For positive integers, the result will be the bit number of the most significant one bit. For negative integers, the result will be the bit number of the most significant zero bit. For a value of zero or negative one, -1 will be returned.

8.9. Texture Functions

Texture lookup functions are available in all shading stages. However, level-of-detail is implicitly computed only for fragment shaders. Other shaders operate as though the base level-of-detail were computed as zero. The functions in the table below provide access to textures through texture-combined samplers, as set up through the API. Texture properties such as size, pixel format, number of dimensions, filtering method, number of mipmap levels, depth comparison, and so on are also defined by API calls. Such properties are taken into account as the texture is accessed via the built-in functions defined below.

Texture data can be stored by the GL as single-precision floating-point, unsigned normalized integer, unsigned integer or signed integer data. This is determined by the type of the internal format of the texture.

Texture lookup functions are provided that can return their result as floating-point, unsigned integer or signed integer, depending on the sampler type passed to the lookup function. Care must be taken to use the right sampler type for texture access. The following table lists the supported combinations of sampler types and texture internal formats. Blank entries are unsupported. Doing a texture lookup will return undefined values for unsupported combinations.

For depth/stencil textures, the internal texture format is determined by the component being accessed as set through the API. When the depth/stencil texture mode is set to DEPTH_COMPONENT, the internal format of the depth component should be used. When the depth/stencil texture mode is set to STENCIL_INDEX, the internal format of the stencil component should be used.

Internal Texture Format Floating-Point Sampler Types Signed Integer Sampler Types Unsigned Integer Sampler Types

Floating-point

Supported

Normalized Integer

Supported

Signed Integer

Supported

Unsigned Integer

Supported

If an integer sampler type is used, the result of a texture lookup is an ivec4. If an unsigned integer sampler type is used, the result of a texture lookup is a uvec4. If a floating-point sampler type is used, the result of a texture lookup is a vec4.

In the prototypes below, the g in the return type gvec4 is used as a placeholder for either nothing, i, or u making a return type of vec4, ivec4, or uvec4. In these cases, the sampler argument type also starts with g, indicating the same substitution done on the return type; it is either a single-precision floating-point, signed integer, or unsigned integer sampler, matching the basic type of the return type, as described above.

For shadow forms (the sampler parameter is a shadow-type), a depth comparison lookup on the depth texture bound to sampler is done as described in section 8.23 “Texture Comparison Modes” of the OpenGL Specification. See the table below for which component specifies Dref. The texture bound to sampler must be a depth texture, or results are undefined. If a non-shadow texture call is made to a sampler that represents a depth texture with depth comparisons turned on, then results are undefined. If a shadow texture call is made to a sampler that represents a depth texture with depth comparisons turned off, then results are undefined. If a shadow texture call is made to a sampler that does not represent a depth texture, then results are undefined.

In all functions below, the bias parameter is optional for fragment shaders. The bias parameter is not accepted in any other shader stage. For a fragment shader, if bias is present, it is added to the implicit level-of-detail prior to performing the texture access operation. No bias or lod parameters for rectangle textures, multisample textures, or texture buffers are supported because mipmaps are not allowed for these types of textures.

The implicit level-of-detail is selected as follows: For a texture that is not mipmapped, the texture is used directly. If it is mipmapped and running in a fragment shader, the level-of-detail computed by the implementation is used to do the texture lookup. If it is mipmapped and running in a non-fragment shader, then the base texture is used.

Some texture functions (non-“Lod” and non-“Grad” versions) may require implicit derivatives. Implicit derivatives are undefined within non-uniform control flow and for non-fragment shader texture fetches.

For Cube forms, the direction of P is used to select which face to do a 2-dimensional texture lookup in, as described in section 8.13 “Cube Map Texture Selection” of the OpenGL Specification.

For Array forms, the array layer used will be

\(\max(0,\min(d-1,\left\lfloor layer + 0.5\right\rfloor))\)

where d is the depth of the texture array and layer comes from the component indicated in the tables below.

8.9.1. Texture Query Functions

The textureSize functions query the dimensions of a specific texture level for a texture-combined sampler.

The textureQueryLod functions are available only in a fragment shader. They take the components of P and compute the level-of-detail information that the texture pipe would use to access that texture through a normal texture lookup. The level-of-detail \(\lambda^{'}\) (equation 3.18 of the OpenGL Specification) is obtained after any level-of-detail bias, but prior to clamping to [TEXTURE_MIN_LOD, TEXTURE_MAX_LOD]. The mipmap array(s) that would be accessed are also computed. If a single level-of-detail would be accessed, the level-of-detail number relative to the base level is returned. If multiple levels-of-detail would be accessed, a floating-point number between the two levels is returned, with the fractional part equal to the fractional part of the computed and clamped level-of-detail.

The algorithm used is given by the following pseudo-code:

float ComputeAccessedLod(float computedLod)
{
    // Clamp the computed LOD according to the texture LOD clamps.
    if (computedLod < TEXTURE_MIN_LOD) computedLod = TEXTURE_MIN_LOD;
    if (computedLod > TEXTURE_MAX_LOD) computedLod = TEXTURE_MAX_LOD;

    // Clamp the computed LOD to the range of accessible levels.
    if (computedLod < 0.0)
        computedLod = 0.0;
    if (computedLod > (float) maxAccessibleLevel)
        computedLod = (float) maxAccessibleLevel;

    // Return a value according to the min filter.
    if (TEXTURE_MIN_FILTER is LINEAR or NEAREST) {
        return 0.0;
    } else if (TEXTURE_MIN_FILTER is NEAREST_MIPMAP_NEAREST
               or LINEAR_MIPMAP_NEAREST) {
        return ceil(computedLod + 0.5) - 1.0;
    } else {
        return computedLod;
    }
}

The value maxAccessibleLevel is the level number of the smallest accessible level of the mipmap array (the value q in section 8.14.3 “Mipmapping” of the OpenGL Specification) minus the base level.

Syntax Description

int textureSize(gsampler1D sampler, int lod)
ivec2 textureSize(gsampler2D sampler, int lod)
ivec3 textureSize(gsampler3D sampler, int lod)
ivec2 textureSize(gsamplerCube sampler, int lod)
int textureSize(sampler1DShadow sampler, int lod)
ivec2 textureSize(sampler2DShadow sampler, int lod)
ivec2 textureSize(samplerCubeShadow sampler, int lod) ivec3 textureSize(gsamplerCubeArray sampler, int lod)
ivec3 textureSize(samplerCubeArrayShadow sampler, int lod)
ivec2 textureSize(gsampler2DRect sampler)
ivec2 textureSize(sampler2DRectShadow sampler)
ivec2 textureSize(gsampler1DArray sampler, int lod)
ivec2 textureSize(sampler1DArrayShadow sampler, int lod)
ivec3 textureSize(gsampler2DArray sampler, int lod)
ivec3 textureSize(sampler2DArrayShadow sampler, int lod)
int textureSize(gsamplerBuffer sampler)
ivec2 textureSize(gsampler2DMS sampler)
ivec3 textureSize(gsampler2DMSArray sampler)

Returns the dimensions of level lod (if present) for the texture bound to sampler, as described in section 11.1.3.4 “Texture Queries” of the OpenGL Specification.
The components in the return value are filled in, in order, with the width, height, and depth of the texture.

For the array forms, the last component of the return value is the number of layers in the texture array, or the number of cubes in the texture cube map array.

vec2 textureQueryLod(gsampler1D sampler, float P)
vec2 textureQueryLod(gsampler2D sampler, vec2 P)
vec2 textureQueryLod(gsampler3D sampler, vec3 P)
vec2 textureQueryLod(gsamplerCube sampler, vec3 P)
vec2 textureQueryLod(gsampler1DArray sampler, float P)
vec2 textureQueryLod(gsampler2DArray sampler, vec2 P)
vec2 textureQueryLod(gsamplerCubeArray sampler, vec3 P)
vec2 textureQueryLod(sampler1DShadow sampler, float P)
vec2 textureQueryLod(sampler2DShadow sampler, vec2 P)
vec2 textureQueryLod(samplerCubeShadow sampler, vec3 P)
vec2 textureQueryLod(sampler1DArrayShadow sampler, float P)
vec2 textureQueryLod(sampler2DArrayShadow sampler, vec2 P)
vec2 textureQueryLod(samplerCubeArrayShadow sampler, vec3 P)

Returns the mipmap array(s) that would be accessed in the x component of the return value.

Returns the computed level-of-detail relative to the base level in the y component of the return value.

If called on an incomplete texture, the results are undefined.

int textureQueryLevels(gsampler1D sampler)
int textureQueryLevels(gsampler2D sampler)
int textureQueryLevels(gsampler3D sampler)
int textureQueryLevels(gsamplerCube sampler)
int textureQueryLevels(gsampler1DArray sampler)
int textureQueryLevels(gsampler2DArray sampler)
int textureQueryLevels(gsamplerCubeArray sampler)
int textureQueryLevels(sampler1DShadow sampler)
int textureQueryLevels(sampler2DShadow sampler)
int textureQueryLevels(samplerCubeShadow sampler)
int textureQueryLevels(sampler1DArrayShadow sampler)
int textureQueryLevels(sampler2DArrayShadow sampler)
int textureQueryLevels(samplerCubeArrayShadow sampler)

Returns the number of mipmap levels accessible in the texture associated with sampler, as defined in the OpenGL Specification.

The value zero will be returned if no texture or an incomplete texture is associated with sampler.

Available in all shader stages.

int textureSamples(gsampler2DMS sampler)
int textureSamples(gsampler2DMSArray sampler)

Returns the number of samples of the texture or textures bound to sampler.

8.9.2. Texel Lookup Functions

Syntax Description

gvec4 texture(gsampler1D sampler, float P [, float bias] )
gvec4 texture(gsampler2D sampler, vec2 P [, float bias] )
gvec4 texture(gsampler3D sampler, vec3 P [, float bias] )
gvec4 texture(gsamplerCube sampler, vec3 P[, float bias] )
float texture(sampler1DShadow sampler, vec3 P [, float bias])
float texture(sampler2DShadow sampler, vec3 P [, float bias])
float texture(samplerCubeShadow sampler, vec4 P [, float bias] )
gvec4 texture(gsampler2DArray sampler, vec3 P [, float bias] )
gvec4 texture(gsamplerCubeArray sampler, vec4 P [, float bias] )
gvec4 texture(gsampler1DArray sampler, vec2 P [, float bias] )
float texture(sampler1DArrayShadow sampler, vec3 P [, float bias] )
float texture(sampler2DArrayShadow sampler, vec4 P)
gvec4 texture(gsampler2DRect sampler, vec2 P)
float texture(sampler2DRectShadow sampler, vec3 P)
float texture(samplerCubeArrayShadow sampler, vec4 P, float compare)

Use the texture coordinate P to do a texture lookup in the texture currently bound to sampler.

For shadow forms: When compare is present, it is used as Dref and the array layer comes from the last component of P. When compare is not present, the last component of P is used as Dref and the array layer comes from the second to last component of P. (The second component of P is unused for 1D shadow lookups.)

For non-shadow forms: the array layer comes from the last component of P.

gvec4 textureProj(gsampler1D sampler, vec2 P [, float bias] )
gvec4 textureProj(gsampler1D sampler, vec4 P [, float bias] )
gvec4 textureProj(gsampler2D sampler, vec3 P [, float bias] )
gvec4 textureProj(gsampler2D sampler, vec4 P [, float bias] )
gvec4 textureProj(gsampler3D sampler, vec4 P [, float bias] )
float textureProj(sampler1DShadow sampler, vec4 P [, float bias] )
float textureProj(sampler2DShadow sampler, vec4 P [, float bias] )
gvec4 textureProj(gsampler2DRect sampler, vec3 P)
gvec4 textureProj(gsampler2DRect sampler, vec4 P)
float textureProj(sampler2DRectShadow sampler, vec4 P)

Do a texture lookup with projection. The texture coordinates consumed from P, not including the last component of P, are divided by the last component of P to form projected coordinates P'. The resulting third component of P in the shadow forms is used as Dref. The third component of P is ignored when sampler has type gsampler2D and P has type vec4. After these values are computed, texture lookup proceeds as in texture.

gvec4 textureLod(gsampler1D sampler, float P, float lod)
gvec4 textureLod(gsampler2D sampler, vec2 P, float lod)
gvec4 textureLod(gsampler3D sampler, vec3 P, float lod)
gvec4 textureLod(gsamplerCube sampler, vec3 P, float lod)
float textureLod(sampler2DShadow sampler, vec3 P, float lod)
float textureLod(sampler1DShadow sampler, vec3 P, float lod)
gvec4 textureLod(gsampler1DArray sampler, vec2 P, float lod)
float textureLod(sampler1DArrayShadow sampler, vec3 P, float lod)
gvec4 textureLod(gsampler2DArray sampler, vec3 P, float lod)
gvec4 textureLod(gsamplerCubeArray sampler, vec4 P, float lod)

Do a texture lookup as in texture but with explicit level-of-detail; lod specifies λbase] and sets the partial derivatives as follows:
(See section 8.14 “Texture Minification” and equations 8.4-8.6 of the OpenGL Specification.)

∂u / ∂x = ∂v / ∂x = ∂w / ∂x = 0
∂u / ∂y = ∂v / ∂y = ∂w / ∂y = 0

gvec4 textureOffset(gsampler1D sampler, float P, int offset [, float bias] )
gvec4 textureOffset(gsampler2D sampler, vec2 P, ivec2 offset [, float bias] )
gvec4 textureOffset(gsampler3D sampler, vec3 P, ivec3 offset [, float bias] )
float textureOffset(sampler2DShadow sampler, vec3 P, ivec2 offset [, float bias] )
gvec4 textureOffset(gsampler2DRect sampler, vec2 P, ivec2 offset)
float textureOffset(sampler2DRectShadow sampler, vec3 P, ivec2 offset)
float textureOffset(sampler1DShadow sampler, vec3 P, int offset [, float bias] )
gvec4 textureOffset(gsampler1DArray sampler, vec2 P, int offset [, float bias] )
gvec4 textureOffset(gsampler2DArray sampler, vec3 P, ivec2 offset [, float bias] )
float textureOffset(sampler1DArrayShadow sampler, vec3 P, int offset [, float bias] )
float textureOffset(sampler2DArrayShadow sampler, vec4 P, ivec2 offset)

Do a texture lookup as in texture but with offset added to the (u,v,w) texel coordinates before looking up each texel. The offset value must be a constant expression. A limited range of offset values are supported; the minimum and maximum offset values are implementation-dependent and given by gl_MinProgramTexelOffset and gl_MaxProgramTexelOffset, respectively.

Note that offset does not apply to the layer coordinate for texture arrays. This is explained in detail in section 8.14.2 “Coordinate Wrapping and Texel Selection” of the OpenGL Specification, where offset is (δu, δv, δw).
Note that texel offsets are also not supported for cube maps.

gvec4 texelFetch(gsampler1D sampler, int P, int lod)
gvec4 texelFetch(gsampler2D sampler, ivec2 P, int lod)
gvec4 texelFetch(gsampler3D sampler, ivec3 P, int lod) gvec4 texelFetch(gsampler2DRect sampler, ivec2 P)
gvec4 texelFetch(gsampler1DArray sampler, ivec2 P, int lod)
gvec4 texelFetch(gsampler2DArray sampler, ivec3 P, int lod)
gvec4 texelFetch(gsamplerBuffer sampler, int P)
gvec4 texelFetch(gsampler2DMS sampler, ivec2 P, int sample)
gvec4 texelFetch(gsampler2DMSArray sampler, ivec3 P, int sample)

Use integer texture coordinate P to lookup a single texel from sampler. The array layer comes from the last component of P for the array forms. The level-of-detail lod (if present) is as described in sections 11.1.3.2 “Texel Fetches” and 8.14.1 “Scale Factor and Level of Detail” of the OpenGL Specification.

gvec4 texelFetchOffset(gsampler1D sampler, int P, int lod, int offset)
gvec4 texelFetchOffset(gsampler2D sampler, ivec2 P, int lod, ivec2 offset)
gvec4 texelFetchOffset(gsampler3D sampler, ivec3 P, int lod, ivec3 offset)
gvec4 texelFetchOffset(gsampler2DRect sampler, ivec2 P, ivec2 offset)
gvec4 texelFetchOffset(gsampler1DArray sampler, ivec2 P, int lod, int offset)
gvec4 texelFetchOffset(gsampler2DArray sampler, ivec3 P, int lod, ivec2 offset)

Fetch a single texel as in texelFetch, offset by offset as described in textureOffset.

gvec4 textureProjOffset(gsampler1D sampler, vec2 P, int offset [, float bias] )
gvec4 textureProjOffset(gsampler1D sampler, vec4 P, int offset [, float bias] )
gvec4 textureProjOffset(gsampler2D sampler, vec3 P, ivec2 offset [, float bias] )
gvec4 textureProjOffset(gsampler2D sampler, vec4 P, ivec2 offset [, float bias] )
gvec4 textureProjOffset(gsampler3D sampler, vec4 P, ivec3 offset [, float bias] )
gvec4 textureProjOffset(gsampler2DRect sampler, vec3 P, ivec2 offset)
gvec4 textureProjOffset(gsampler2DRect sampler, vec4 P, ivec2 offset)
float textureProjOffset(sampler2DRectShadow sampler, vec4 P, ivec2 offset)
float textureProjOffset(sampler1DShadow sampler, vec4 P, int offset [, float bias] )
float textureProjOffset(sampler2DShadow sampler, vec4 P, ivec2 offset [, float bias] )

Do a projective texture lookup as described in textureProj, offset by offset as described in textureOffset.

gvec4 textureLodOffset(gsampler1D sampler, float P, float lod, int offset)
gvec4 textureLodOffset(gsampler2D sampler, vec2 P, float lod, ivec2 offset)
gvec4 textureLodOffset(gsampler3D sampler, vec3 P, float lod, ivec3 offset)
float textureLodOffset(sampler1DShadow sampler, vec3 P, float lod, int offset)
float textureLodOffset(sampler2DShadow sampler, vec3 P, float lod, ivec2 offset)
gvec4 textureLodOffset(gsampler1DArray sampler, vec2 P, float lod, int offset)
gvec4 textureLodOffset(gsampler2DArray sampler, vec3 P, float lod, ivec2 offset)
float textureLodOffset(sampler1DArrayShadow sampler, vec3 P, float lod, int offset)

Do an offset texture lookup with explicit level-of-detail. See textureLod and textureOffset.

gvec4 textureProjLod(gsampler1D sampler, vec2 P, float lod)
gvec4 textureProjLod(gsampler1D sampler, vec4 P, float lod)
gvec4 textureProjLod(gsampler2D sampler, vec3 P, float lod)
gvec4 textureProjLod(gsampler2D sampler, vec4 P, float lod)
gvec4 textureProjLod(gsampler3D sampler, vec4 P, float lod)
float textureProjLod(sampler1DShadow sampler, vec4 P, float lod)
float textureProjLod(sampler2DShadow sampler, vec4 P, float lod)

Do a projective texture lookup with explicit level-of-detail. See textureProj and textureLod.

gvec4 textureProjLodOffset(gsampler1D sampler, vec2 P, float lod, int offset)
gvec4 textureProjLodOffset(gsampler1D sampler, vec4 P, float lod, int offset)
gvec4 textureProjLodOffset(gsampler2D sampler, vec3 P, float lod, ivec2 offset)
gvec4 textureProjLodOffset(gsampler2D sampler, vec4 P, float lod, ivec2 offset)
gvec4 textureProjLodOffset(gsampler3D sampler, vec4 P, float lod, ivec3 offset)
float textureProjLodOffset(sampler1DShadow sampler, vec4 P, float lod, int offset)
float textureProjLodOffset(sampler2DShadow sampler, vec4 P, float lod, ivec2 offset)

Do an offset projective texture lookup with explicit level-of-detail. See textureProj, textureLod, and textureOffset.

gvec4 textureGrad(gsampler1D sampler, float _P, float dPdx, float dPdy)
gvec4 textureGrad(gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy)
gvec4 textureGrad(gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy)
gvec4 textureGrad(gsamplerCube sampler, vec3 P, vec3 dPdx, vec3 dPdy)
gvec4 textureGrad(gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy)
float textureGrad(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy)
float textureGrad(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy)
gvec4 textureGrad(gsampler1DArray sampler, vec2 P, float dPdx, float dPdy)
gvec4 textureGrad(gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy)
float textureGrad(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy)
float textureGrad(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy)
float textureGrad(samplerCubeShadow sampler, vec4 P, vec3 dPdx, vec3 dPdy)
float textureGrad(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy)
gvec4 textureGrad(gsamplerCubeArray sampler, vec4 P, vec3 dPdx, vec3 dPdy)

Do a texture lookup as in texture but with explicit gradients as shown below. The partial derivatives of P are with respect to window x and window y. For the cube version, the partial derivatives of P are assumed to be in the coordinate system used before texture coordinates are projected onto the appropriate cube face.

gvec4 textureGradOffset(gsampler1D sampler, float P, float dPdx, float dPdy, int offset)
gvec4 textureGradOffset(gsampler2D sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
gvec4 textureGradOffset(gsampler3D sampler, vec3 P, vec3 dPdx, vec3 dPdy, ivec3 offset)
gvec4 textureGradOffset(gsampler2DRect sampler, vec2 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
float textureGradOffset(sampler2DRectShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
float textureGradOffset(sampler1DShadow sampler, vec3 P, float dPdx, float dPdy, int offset)
float textureGradOffset(sampler2DShadow sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
gvec4 textureGradOffset(gsampler2DArray sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
gvec4 textureGradOffset(gsampler1DArray sampler, vec2 P, float dPdx, float dPdy, int offset)
float textureGradOffset(sampler1DArrayShadow sampler, vec3 P, float dPdx, float dPdy, int offset)
float textureGradOffset(sampler2DArrayShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)

Do a texture lookup with both explicit gradient and offset, as described in textureGrad and textureOffset.

gvec4 textureProjGrad(gsampler1D sampler, vec2 P, float dPdx, float dPdy)
gvec4 textureProjGrad(gsampler1D sampler, vec4 P, float dPdx, float dPdy)
gvec4 textureProjGrad(gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy)
gvec4 textureProjGrad(gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy)
gvec4 textureProjGrad(gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy)
gvec4 textureProjGrad(gsampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy)
gvec4 textureProjGrad(gsampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy)
float textureProjGrad(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy)
float textureProjGrad(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy)
float textureProjGrad(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy)

Do a texture lookup both projectively, as described in textureProj, and with explicit gradient as described in textureGrad. The partial derivatives dPdx and dPdy are assumed to be already projected.

gvec4 textureProjGradOffset(gsampler1D sampler, vec2 P, float dPdx, float dPdy, int offset)
gvec4 textureProjGradOffset(gsampler1D sampler, vec4 P, float dPdx, float dPdy, int offset)
gvec4 textureProjGradOffset(gsampler2D sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
gvec4 textureProjGradOffset(gsampler2D sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
gvec4 textureProjGradOffset(gsampler3D sampler, vec4 P, vec3 dPdx, vec3 dPdy, ivec3 offset)
gvec4 textureProjGradOffset(gsampler2DRect sampler, vec3 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
gvec4 textureProjGradOffset(gsampler2DRect sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
float textureProjGradOffset(sampler2DRectShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)
float textureProjGradOffset(sampler1DShadow sampler, vec4 P, float dPdx, float dPdy, int offset)
float textureProjGradOffset(sampler2DShadow sampler, vec4 P, vec2 dPdx, vec2 dPdy, ivec2 offset)

Do a texture lookup projectively and with explicit gradient as described in textureProjGrad, as well as with offset, as described in textureOffset.

8.9.3. Explicit Gradients

In the textureGrad functions described above, explicit gradients control texture lookups as follows:

\[\begin{aligned} \frac{\partial{s}}{\partial{x}} & = \begin{cases} \frac{\partial{P}}{\partial{x}}, & \text{for a 1D texture} \\[0.8em] \frac{\partial{P.s}}{\partial{x}}, & \text{otherwise} \end{cases} \\[2.5em] \frac{\partial{s}}{\partial{y}} & = \begin{cases} \frac{\partial{P}}{\partial{y}}, & \text{for a 1D texture} \\[0.8em] \frac{\partial{P.s}}{\partial{y}}, & \text{otherwise} \end{cases} \\[2.5em] \frac{\partial{t}}{\partial{x}} & = \begin{cases} 0.0, & \text{for a 1D texture} \\[0.8em] \frac{\partial{P.t}}{\partial{x}}, & \text{otherwise} \end{cases} \\[2.5em] \frac{\partial{t}}{\partial{y}} & = \begin{cases} 0.0, & \text{for a 1D texture} \\[0.8em] \frac{\partial{P.t}}{\partial{y}}, & \text{otherwise} \end{cases} \\[2.5em] \frac{\partial{r}}{\partial{x}} & = \begin{cases} 0.0, & \text{for 1D or 2D} \\[0.8em] \frac{\partial{P.p}}{\partial{x}}, & \text{cube, other} \end{cases} \\[2.5em] \frac{\partial{r}}{\partial{y}} & = \begin{cases} 0.0, & \text{for 1D or 2D} \\[0.8em] \frac{\partial{P.p}}{\partial{y}}, & \text{cube, other} \end{cases} \end{aligned}\]

8.9.4. Texture Gather Functions

The texture gather functions take components of a single floating-point vector operand as a texture coordinate, determine a set of four texels to sample from the base level-of-detail of the specified texture image, and return one component from each texel in a four-component result vector.

When performing a texture gather operation, the minification and magnification filters are ignored, and the rules for LINEAR filtering in the OpenGL Specification are applied to the base level of the texture image to identify the four texels i0 j1, i1 j1, i1 j0, and i0 j0. The texels are then converted to texture base colors (Rs, Gs, Bs, As) according to table 15.1, followed by application of the texture swizzle as described in section 15.2.1 “Texture Access” of the OpenGL Specification. A four-component vector is assembled by taking the selected component from each of the post-swizzled texture source colors in the order (i0 j1, i1 j1, i1 j0, i0 j0).

For texture gather functions using a texture-combined shadow sampler type, each of the four texel lookups perform a depth comparison against the depth reference value passed in (refZ), and returns the result of that comparison in the appropriate component of the result vector.

As with other texture lookup functions, the results of a texture gather are undefined for shadow samplers if the texture referenced is not a depth texture or has depth comparisons disabled; or for non-shadow samplers if the texture referenced is a depth texture with depth comparisons enabled.

Syntax Description

gvec4 textureGather(gsampler2D sampler, vec2 P [, int comp])
gvec4 textureGather(gsampler2DArray sampler, vec3 P [, int comp])
gvec4 textureGather(gsamplerCube sampler, vec3 P [, int comp])
gvec4 textureGather(gsamplerCubeArray sampler, vec4 P[, int comp])
gvec4 textureGather(gsampler2DRect sampler, vec2 P[, int comp])
vec4 textureGather(sampler2DShadow sampler, vec2 P, float refZ)
vec4 textureGather(sampler2DArrayShadow sampler, vec3 P, float refZ)
vec4 textureGather(samplerCubeShadow sampler, vec3 P, float refZ)
vec4 textureGather(samplerCubeArrayShadow sampler, vec4 P, float refZ)
vec4 textureGather(sampler2DRectShadow sampler, vec2 P, float refZ)

Returns the value

vec4(Sample_i0_j1(P, base).comp,
     Sample_i1_j1(P, base).comp,
     Sample_i1_j0(P, base).comp,
     Sample_i0_j0(P, base).comp)

If specified, the value of comp must be a constant integer expression with a value of 0, 1, 2, or 3, identifying the x, y, z, or w post-swizzled component of the four-component vector lookup result for each texel, respectively. If comp is not specified, it is treated as 0, selecting the x component of each texel to generate the result.

gvec4 textureGatherOffset(gsampler2D sampler, vec2 P, ivec2 offset, [ int comp])
gvec4 textureGatherOffset(gsampler2DArray sampler, vec3 P, ivec2 offset [ int comp])
vec4 textureGatherOffset(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offset)
vec4 textureGatherOffset(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offset)
gvec4 textureGatherOffset(gsampler2DRect sampler, vec2 P, ivec2 offset [ int comp])
vec4 textureGatherOffset(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offset)

Perform a texture gather operation as in textureGather by offset as described in textureOffset except that the offset can be variable (non constant) and the implementation-dependent minimum and maximum offset values are given by MIN_PROGRAM_TEXTURE_GATHER_OFFSET and MAX_PROGRAM_TEXTURE_GATHER_OFFSET, respectively.

gvec4 textureGatherOffsets(gsampler2D sampler, vec2 P, ivec2 offsets[4] [, int comp])
gvec4 textureGatherOffsets(gsampler2DArray sampler, vec3 P, ivec2 offsets[4] [, int comp])
vec4 textureGatherOffsets(sampler2DShadow sampler, vec2 P, float refZ, ivec2 offsets[4])
vec4 textureGatherOffsets(sampler2DArrayShadow sampler, vec3 P, float refZ, ivec2 offsets[4])
gvec4 textureGatherOffsets(gsampler2DRect sampler, vec2 P, ivec2 offsets[4] [, int comp])
vec4 textureGatherOffsets(sampler2DRectShadow sampler, vec2 P, float refZ, ivec2 offsets[4])

Operate identically to textureGatherOffset except that offsets is used to determine the location of the four texels to sample. Each of the four texels is obtained by applying the corresponding offset in offsets as a (u, v) coordinate offset to P, identifying the four-texel LINEAR footprint, and then selecting the texel i0 j0 of that footprint. The specified values in offsets must be constant integral expressions.

8.9.5. Compatibility Profile Texture Functions

The following texture functions are only in the compatibility profile.

Syntax Description

vec4 texture1D(sampler1D sampler, float coord [, float bias] )
vec4 texture1DProj(sampler1D sampler, vec2 coord [, float bias] )
vec4 texture1DProj(sampler1D sampler, vec4 coord [, float bias] )
vec4 texture1DLod(sampler1D sampler, float coord, float lod)
vec4 texture1DProjLod(sampler1D sampler, vec2 coord, float lod)
vec4 texture1DProjLod(sampler1D sampler, vec4 coord, float lod)

See corresponding signature above without “1D” in the name.

vec4 texture2D(sampler2D sampler, vec2 coord [, float bias] )
vec4 texture2DProj(sampler2D sampler, vec3 coord [, float bias] )
vec4 texture2DProj(sampler2D sampler, vec4 coord [, float bias] )
vec4 texture2DLod(sampler2D sampler, vec2 coord, float lod)
vec4 texture2DProjLod(sampler2D sampler, vec3 coord, float lod)
vec4 texture2DProjLod(sampler2D sampler, vec4 coord, float lod)

See corresponding signature above without “2D” in the name.

vec4 texture3D(sampler3D sampler, vec3 coord [, float bias] )
vec4 texture3DProj(sampler3D sampler, vec4 coord [, float bias] )
vec4 texture3DLod(sampler3D sampler, vec3 coord, float lod)
vec4 texture3DProjLod(sampler3D sampler, vec4 coord, float lod)

See corresponding signature above without “3D” in the name.
Use the texture coordinate coord to do a texture lookup in the 3D texture currently bound to sampler. For the projective (“Proj”) versions, the texture coordinate is divided by coord.q.

vec4 textureCube(samplerCube sampler, vec3 coord [, float bias] )
vec4 textureCubeLod(samplerCube sampler, vec3 coord, float lod)

See corresponding signature above without “Cube” in the name.

vec4 shadow1D(sampler1DShadow sampler, vec3 coord [, float bias] )
vec4 shadow2D(sampler2DShadow sampler, vec3 coord [, float bias] )
vec4 shadow1DProj(sampler1DShadow sampler, vec4 coord [, float bias] )
vec4 shadow2DProj(sampler2DShadow sampler, vec4 coord [, float bias] )
vec4 shadow1DLod(sampler1DShadow sampler, vec3 coord, float lod)
vec4 shadow2DLod(sampler2DShadow sampler, vec3 coord, float lod)
vec4 shadow1DProjLod(sampler1DShadow sampler, vec4 coord, float lod)
vec4 shadow2DProjLod(sampler2DShadow sampler, vec4 coord, float lod)

Same functionality as the “texture” based names above with the same signature.

8.10. Atomic Counter Functions

The atomic-counter operations in this section operate atomically with respect to each other. They are atomic for any single counter, meaning any of these operations on a specific counter in one shader instantiation will be indivisible by any of these operations on the same counter from another shader instantiation. There is no guarantee that these operations are atomic with respect to other forms of access to the counter or that they are serialized when applied to separate counters. Such cases would require additional use of fences, barriers, or other forms of synchronization, if atomicity or serialization is desired.

The underlying counter is a 32-bit unsigned integer. The result of operations will wrap to [0, 232-1].

Syntax Description

uint atomicCounterIncrement(atomic_uint c)

Atomically

  1. increments the counter for c, and

  2. returns its value prior to the increment operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterDecrement(atomic_uint c)

Atomically

  1. decrements the counter for c, and

  2. returns the value resulting from the decrement operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounter(atomic_uint c)

Returns the counter value for c.

uint atomicCounterAdd(atomic_uint c, uint data)

Atomically

  1. adds the value of data to the counter for c, and

  2. returns its value prior to the operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterSubtract(atomic_uint c, uint data)

Atomically

  1. subtracts the value of data from the counter for c, and

  2. returns its value prior to the operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterMin(atomic_uint c, uint data)

Atomically

  1. sets the counter for c to the minimum of the value of the counter and the value of data, and

  2. returns the value prior to the operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterMax(atomic_uint c, uint data)

Atomically

  1. sets the counter for c to the maximum of the value of the counter and the value of data, and

  2. returns the value prior to the operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterAnd(atomic_uint c, uint data)

Atomically

  1. sets the counter for c to the bitwise AND of the value of the counter and the value of data, and

  2. returns the value prior to the operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterOr(atomic_uint c, uint data)

Atomically

  1. sets the counter for c to the bitwise OR of the value of the counter and the value of data, and

  2. returns the value prior to the operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterXor(atomic_uint c, uint data)

Atomically

  1. sets the counter for c to the bitwise XOR of the value of the counter and the value of data, and

  2. returns the value prior to the operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterExchange(atomic_uint c, uint data)

Atomically

  1. sets the counter value for c to the value of data, and

  2. returns its value prior to the operation.

These two steps are done atomically with respect to the atomic counter functions in this table.

uint atomicCounterCompSwap(atomic_uint c, uint compare, uint data)

Atomically

  1. compares the value of compare and the counter value for c

  2. if the values are equal, sets the counter value for c to the value of data, and

  3. returns its value prior to the operation.

These three steps are done atomically with respect to the atomic counter functions in this table.

8.11. Atomic Memory Functions

Atomic memory functions perform atomic operations on an individual signed or unsigned integer stored in buffer object or shared variable storage. All of the atomic memory operations read a value from memory, compute a new value using one of the operations described below, write the new value to memory, and return the original value read, converted to the precision declared in the shader. Note that the operations are performed at the in-memory precision of the storage, which may differ from the precision declared in the shader.

The contents of the memory being updated by the atomic operation are guaranteed not to be modified by any other assignment or atomic memory function in any shader invocation between the time the original value is read and the time the new value is written.

Atomic memory functions are supported only for a limited set of variables. A shader will fail to compile if the value passed to the mem argument of an atomic memory function does not correspond to a buffer or shared variable. It is acceptable to pass an element of an array or a single component of a vector to the mem argument of an atomic memory function, as long as the underlying array or vector is a buffer or shared variable.

All the built-in functions in this section accept arguments with combinations of restrict, coherent, and volatile memory qualification, despite not having them listed in the prototypes. The atomic operation will operate as required by the calling argument’s memory qualification, not by the built-in function’s formal parameter memory qualification.

Syntax Description

uint atomicAdd(inout uint mem, uint data)
int atomicAdd(inout int mem, int data)

Computes a new value by adding the value of data to the contents mem.

uint atomicMin(inout uint mem, uint data)
int atomicMin(inout int mem, int data)

Computes a new value by taking the minimum of the value of data and the contents of mem.

uint atomicMax(inout uint mem, uint data)
int atomicMax(inout int mem, int data)

Computes a new value by taking the maximum of the value of data and the contents of mem.

uint atomicAnd(inout uint mem, uint data)
int atomicAnd(inout int mem, int data)

Computes a new value by performing a bit-wise AND of the value of data and the contents of mem.

uint atomicOr(inout uint mem, uint data)
int atomicOr(inout int mem, int data)

Computes a new value by performing a bit-wise OR of the value of data and the contents of mem.

uint atomicXor(inout uint mem, uint data)
int atomicXor(inout int mem, int data)

Computes a new value by performing a bit-wise EXCLUSIVE OR of the value of data and the contents of mem.

uint atomicExchange(inout uint mem, uint data)
int atomicExchange(inout int mem, int data)

Computes a new value by simply copying the value of data.

uint atomicCompSwap(inout uint mem, uint compare, uint data)
int atomicCompSwap(inout int mem, int compare, int data)

Compares the value of compare and the contents of mem. If the values are equal, the new value is given by data; otherwise, it is taken from the original contents of mem.

8.12. Image Functions

Variables using one of the image basic types may be used by the built-in shader image memory functions defined in this section to read and write individual texels of a texture. Each image variable references an image unit, which has a texture image attached.

When image memory functions below access memory, an individual texel in the image is identified using an (i), (i, j), or (i, j, k) coordinate corresponding to the values of P. For image2DMS and image2DMSArray variables (and the corresponding int/unsigned int types) corresponding to multisample textures, each texel may have multiple samples and an individual sample is identified using the integer sample parameter. The coordinates and sample number are used to select an individual texel in the manner described in section 8.26 “Texture Image Loads and Stores” of the OpenGL Specification.

Loads and stores support float, integer, and unsigned integer types. The data types below starting gimage serve as placeholders meaning types starting either “image”, “iimage”, or “uimage” in the same way as "gvec" or "gsampler" in earlier sections.

The IMAGE_PARAMS in the prototypes below is a placeholder representing 33 separate functions, each for a different type of image variable. The IMAGE_PARAMS placeholder is replaced by one of the following parameter lists:

gimage2D image, ivec2 P

gimage3D image, ivec3 P

gimageCube image, ivec3 P

gimageBuffer image, int P

gimage2DArray image, ivec3 P

gimageCubeArray image, ivec3 P

gimage1D image, int P

gimage1DArray image, ivec2 P

gimage2DRect image, ivec2 P

gimage2DMS image, ivec2 P, int sample

gimage2DMSArray image, ivec3 P, int sample

where each of the lines represents one of three different image variable types, and image, P, and sample specify the individual texel to operate on. The method for identifying the individual texel operated on from image, P, and sample, and the method for reading and writing the texel are specified in section 8.26 “Texture Image Loads and Stores” of the OpenGL Specification.

The atomic functions perform operations on individual texels or samples of an image variable. Atomic memory operations read a value from the selected texel, compute a new value using one of the operations described below, write the new value to the selected texel, and return the original value read. The contents of the texel being updated by the atomic operation are guaranteed not to be modified by any other image store or atomic function between the time the original value is read and the time the new value is written.

Atomic memory operations are supported on only a subset of all image variable types; image must be either:

  • a signed integer image variable (type starts “iimage”) and a format qualifier of r32i, used with a data argument of type int, or

  • an unsigned integer image variable (type starts “uimage”) and a format qualifier of r32ui, used with a data argument of type uint, or

  • a float image variable (type starts “image”) and a format qualifier of r32f, used with a data argument of type float (imageAtomicExchange only).

All the built-in functions in this section accept arguments with combinations of restrict, coherent, and volatile memory qualification, despite not having them listed in the prototypes. The image operation will operate as required by the calling argument’s memory qualification, not by the built-in function’s formal parameter memory qualification.

Syntax Description

int imageSize(readonly writeonly gimage1D image)
ivec2 imageSize(readonly writeonly gimage2D image)
ivec3 imageSize(readonly writeonly gimage3D image)
ivec2 imageSize(readonly writeonly gimageCube image)
ivec3 imageSize(readonly writeonly gimageCubeArray image)
ivec3 imageSize(readonly writeonly gimage2DArray image)
ivec2 imageSize(readonly writeonly gimage2DRect image)
ivec2 imageSize(readonly writeonly gimage1DArray image)
ivec2 imageSize(readonly writeonly gimage2DMS image)
ivec3 imageSize(readonly writeonly gimage2DMSArray image)
int imageSize(readonly writeonly gimageBuffer image)

Returns the dimensions of the image or images bound to image. For arrayed images, the last component of the return value will hold the size of the array. Cube images only return the dimensions of one face, and the number of cubes in the cube map array, if arrayed.
Note: The qualification readonly writeonly accepts a variable qualified with readonly, writeonly, both, or neither. It means the formal argument will be used for neither reading nor writing to the underlying memory.

int imageSamples(readonly writeonly gimage2DMS image)
int imageSamples(readonly writeonly gimage2DMSArray image)

Returns the number of samples of the image or images bound to image.

gvec4 imageLoad(readonly IMAGE_PARAMS)

Loads the texel at the coordinate P from the image unit image (in IMAGE_PARAMS). For multisample loads, the sample number is given by sample. When image, P, and sample identify a valid texel, the bits used to represent the selected texel in memory are converted to a vec4, ivec4, or uvec4 in the manner described in section 8.26 “Texture Image Loads and Stores” of the OpenGL Specification and returned.

void imageStore(writeonly IMAGE_PARAMS, gvec4 data)

Stores data into the texel at the coordinate P from the image specified by image. For multisample stores, the sample number is given by sample. When image, P, and sample identify a valid texel, the bits used to represent data are converted to the format of the image unit in the manner described in section 8.26 “Texture Image Loads and Stores” of the OpenGL Specification and stored to the specified texel.

uint imageAtomicAdd(IMAGE_PARAMS, uint data)
int imageAtomicAdd(IMAGE_PARAMS, int data)

Computes a new value by adding the value of data to the contents of the selected texel.

uint imageAtomicMin(IMAGE_PARAMS, uint data)
int imageAtomicMin(IMAGE_PARAMS, int data)

Computes a new value by taking the minimum of the value of data and the contents of the selected texel.

uint imageAtomicMax(IMAGE_PARAMS, uint data)
int imageAtomicMax(IMAGE_PARAMS, int data)

Computes a new value by taking the maximum of the value data and the contents of the selected texel.

uint imageAtomicAnd(IMAGE_PARAMS, uint data)
int imageAtomicAnd(IMAGE_PARAMS, int data)

Computes a new value by performing a bit-wise AND of the value of data and the contents of the selected texel.

uint imageAtomicOr(IMAGE_PARAMS, uint data)
int imageAtomicOr(IMAGE_PARAMS, int data)

Computes a new value by performing a bit-wise OR of the value of data and the contents of the selected texel.

uint imageAtomicXor(IMAGE_PARAMS, uint data)
int imageAtomicXor(IMAGE_PARAMS, int data)

Computes a new value by performing a bit-wise EXCLUSIVE OR of the value of data and the contents of the selected texel.

uint imageAtomicExchange(IMAGE_PARAMS, uint data)
int imageAtomicExchange(IMAGE_PARAMS, int data)
float imageAtomicExchange(IMAGE_PARAMS, float data)

Computes a new value by simply copying the value of data.

uint imageAtomicCompSwap(IMAGE_PARAMS, uint compare, uint data)
int imageAtomicCompSwap(IMAGE_PARAMS, int compare, int data)

Compares the value of compare and the contents of the selected texel. If the values are equal, the new value is given by data; otherwise, it is taken from the original value loaded from the texel.

8.13. Geometry Shader Functions

These functions are only available in geometry shaders. They are described in more depth following the table.

Syntax Description

void EmitStreamVertex(int stream)

Emits the current values of output variables to the current output primitive on stream stream. The argument to stream must be a constant integral expression. On return from this call, the values of all output variables are undefined.
Can only be used if multiple output streams are supported.

void EndStreamPrimitive(int stream)

Completes the current output primitive on stream stream and starts a new one. The argument to stream must be a constant integral expression. No vertex is emitted.
Can only be used if multiple output streams are supported.

void EmitVertex()

Emits the current values of output variables to the current output primitive. When multiple output streams are supported, this is equivalent to calling EmitStreamVertex(0).
On return from this call, the values of output variables are undefined.

void EndPrimitive()

Completes the current output primitive and starts a new one. When multiple output streams are supported, this is equivalent to calling EndStreamPrimitive(0).
No vertex is emitted.

The function EmitStreamVertex() specifies that a vertex is completed. A vertex is added to the current output primitive in vertex stream stream using the current values of all built-in and user-defined output variables associated with stream. The values of all output variables for all output streams are undefined after a call to EmitStreamVertex(). If a geometry shader invocation has emitted more vertices than permitted by the output layout qualifier max_vertices, the results of calling EmitStreamVertex() are undefined.

The function EndStreamPrimitive() specifies that the current output primitive for vertex stream stream is completed and a new output primitive (of the same type) will be started by any subsequent EmitStreamVertex(). This function does not emit a vertex. If the output layout is declared to be points, calling EndStreamPrimitive() is optional.

A geometry shader starts with an output primitive containing no vertices for each stream. When a geometry shader terminates, the current output primitive for each stream is automatically completed. It is not necessary to call EndStreamPrimitive() if the geometry shader writes only a single primitive.

Multiple output streams are supported only if the output primitive type is declared to be points. It is a compile-time or link-time error if a program contains a geometry shader calling EmitStreamVertex() or EndStreamPrimitive() if its output primitive type is not points.

8.14. Fragment Processing Functions

Fragment processing functions are only available in fragment shaders.

8.14.1. Derivative Functions

Derivatives may be computationally expensive and/or numerically unstable. Therefore, an implementation may approximate the true derivatives by using a fast but not entirely accurate derivative computation. Derivatives are undefined within non-uniform control flow.

The expected behavior of a derivative is specified using forward/backward differencing.

Forward differencing:

\(F(x+dx) - F(x) \sim dFdx(x) \cdot dx (1a)\)

\(dFdx(x) \sim \frac{F(x+dx) - F(x)}{dx} (1b)\)

Backward differencing:

\(F(x-dx) - F(x) \sim -dFdx(x) \cdot dx (2a)\)

\(dFdx(x) \sim \frac{F(x) - F(x-dx)}{dx} (2b)\)

With single-sample rasterization, \(dx \leq 1.0\) in equations 1b and 2b. For multisample rasterization, \(dx < 2.0\) in equations 1b and 2b.

\(dFdy\) is approximated similarly, with y replacing x.

With multisample rasterization, for any given fragment or sample, either neighboring fragments or samples may be considered.

It is typical to consider a 2x2 square of fragments or samples, and compute independent dFdxFine per row and independent dFdyFine per column, while computing only a single dFdxCoarse and a single dFdyCoarse for the entire 2x2 square. Thus, all second-order coarse derivatives, e.g. dFdxCoarse(dFdxCoarse(x)), may be 0, even for non-linear arguments. However, second-order fine derivatives, e.g. dFdxFine(dFdyFine(x)) will properly reflect the difference between the independent fine derivatives computed within the 2x2 square.

The method may differ per fragment, subject to the constraint that the method may vary by window coordinates, not screen coordinates. The invariance requirement described in section 14.2 “Invariance” of the OpenGL Specification, is relaxed for derivative calculations, because the method may be a function of fragment location.

In some implementations, varying degrees of derivative accuracy for dFdx and dFdy may be obtained by providing GL hints (see section 21.4 “Hints” of the OpenGL Specification), allowing a user to make an image quality versus speed trade off. These hints have no effect on dFdxCoarse, dFdyCoarse, dFdxFine and dFdyFine.

Syntax Description

genFType dFdx(genFType p)

Returns either dFdxFine(p) or dFdxCoarse(p), based on implementation choice, presumably whichever is the faster, or by whichever is selected in the API through quality-versus-speed hints.

genFType dFdy(genFType p)

Returns either dFdyFine(p) or dFdyCoarse(p), based on implementation choice, presumably whichever is the faster, or by whichever is selected in the API through quality-versus-speed hints.

genFType dFdxFine(genFType p)

Returns the partial derivative of p with respect to the window x coordinate. Will use local differencing based on the value of p for the current fragment and its immediate neighbor(s).

genFType dFdyFine(genFType p)

Returns the partial derivative of p with respect to the window y coordinate. Will use local differencing based on the value of p for the current fragment and its immediate neighbor(s).

genFType dFdxCoarse(genFType p)

Returns the partial derivative of p with respect to the window x coordinate. Will use local differencing based on the value of p for the current fragment’s neighbors, and will possibly, but not necessarily, include the value of p for the current fragment. That is, over a given area, the implementation can x compute derivatives in fewer unique locations than would be allowed for dFdxFine(p).

genFType dFdyCoarse(genFType p)

Returns the partial derivative of p with respect to the window y coordinate. Will use local differencing based on the value of p for the current fragment’s neighbors, and will possibly, but not necessarily, include the value of p for the current fragment. That is, over a given area, the implementation can compute y derivatives in fewer unique locations than would be allowed for dFdyFine(p).

genFType fwidth(genFType p)

Returns abs(dFdx(p)) + abs(dFdy(p)).

genFType fwidthFine(genFType p)

Returns abs(dFdxFine(p)) + abs(dFdyFine(p)).

genFType fwidthCoarse(genFType p)

Returns abs(dFdxCoarse(p)) + abs(dFdyCoarse(p)).

8.14.2. Interpolation Functions

Built-in interpolation functions are available to compute an interpolated value of a fragment shader input variable at a shader-specified (x, y) location. A separate (x, y) location may be used for each invocation of the built-in function, and those locations may differ from the default (x, y) location used to produce the default value of the input.

For all of the interpolation functions, interpolant must be an l-value from an in declaration; this can include a variable, a block or structure member, an array element, or some combination of these. Additionally, component selection operators (e.g. .xy, .xxz) may be applied to interpolant, in which case the interpolation function will return the result of applying the component selection operator to the interpolated value of interpolant (for example, interpolateAt(v.xxz) is defined to return interpolateAt(v).xxz). Arrayed inputs can be indexed with general (nonuniform) integer expressions.

If interpolant is declared with the flat qualifier, the interpolated value will have the same value everywhere for a single primitive, so the location used for interpolation has no effect and the functions just return that same value. If interpolant is declared with the centroid qualifier, the value returned by interpolateAtSample() and interpolateAtOffset() will be evaluated at the specified location, ignoring the location normally used with the centroid qualifier. If interpolant is declared with the noperspective qualifier, the interpolated value will be computed without perspective correction.

Syntax Description

float interpolateAtCentroid(float interpolant)
vec2 interpolateAtCentroid(vec2 interpolant)
vec3 interpolateAtCentroid(vec3 interpolant)
vec4 interpolateAtCentroid(vec4 interpolant)

Returns the value of the input interpolant sampled at a location inside both the pixel and the primitive being processed. The value obtained would be the same value assigned to the input variable if declared with the centroid qualifier.

float interpolateAtSample(float interpolant, int sample)
vec2 interpolateAtSample(vec2 interpolant, int sample)
vec3 interpolateAtSample(vec3 interpolant, int sample)
vec4 interpolateAtSample(vec4 interpolant, int sample)

Returns the value of the input interpolant variable at the location of sample number sample. If multisample buffers are not available, the input variable will be evaluated at the center of the pixel. If sample sample does not exist, the position used to interpolate the input variable is undefined.

float interpolateAtOffset(float interpolant, vec2 offset)
vec2 interpolateAtOffset(vec2 interpolant, vec2 offset)
vec3 interpolateAtOffset(vec3 interpolant, vec2 offset)
vec4 interpolateAtOffset(vec4 interpolant, vec2 offset)

Returns the value of the input interpolant variable sampled at an offset from the center of the pixel specified by offset. The two floating-point components of offset, give the offset in pixels in the x and y directions, respectively.
An offset of (0, 0) identifies the center of the pixel. The range and granularity of offsets supported by this function is implementation-dependent.

8.15. Noise Functions

The noise functions noise1, noise2, noise3, and noise4 have been deprecated starting with version 4.4 of GLSL. When not generating SPIR-V they are defined to return the value 0.0 or a vector whose components are all 0.0. When generating SPIR-V the noise functions are not declared and may not be used.

As in previous releases, the noise functions are not semantically considered to be compile-time constant expressions.

Syntax (deprecated) Description (deprecated)

float noise1(genFType x)

Returns a 1D noise value based on the input value x.

vec2 noise2(genFType x)

Returns a 2D noise value based on the input value x.

vec3 noise3(genFType x)

Returns a 3D noise value based on the input value x.

vec4 noise4(genFType x)

Returns a 4D noise value based on the input value x.

8.16. Shader Invocation Control Functions

The shader invocation control function is only available in tessellation control and compute shaders. It is used to control the relative execution order of multiple shader invocations used to process a patch (in the case of tessellation control shaders) or a workgroup (in the case of compute shaders), which are otherwise executed with an undefined relative order.

Syntax Description

void barrier()

For any given static instance of barrier(), all tessellation control shader invocations for a single input patch must enter it before any will be allowed to continue beyond it, or all compute shader invocations for a single workgroup must enter it before any will continue beyond it.

The function barrier() provides a partially defined order of execution between shader invocations. The ensures that, for some types of memory accesses, values written by one invocation prior to a given static instance of barrier() can be safely read by other invocations after their call to the same static instance barrier(). Because invocations may execute in an undefined order between these barrier calls, the values of a per-vertex or per-patch output variable for tessellation control shaders, or the values of shared variables for compute shaders will be undefined in a number of cases enumerated in “Output Variables” (for tessellation control shaders) and “Shared Variables” (for compute shaders).

For tessellation control shaders, the barrier() function may only be placed inside the function main() of the shader and may not be called within any control flow. Barriers are also disallowed after a return statement in the function main(). Any such misplaced barriers result in a compile-time error.

A barrier() affects control flow but only synchronizes memory accesses to shared variables and tessellation control output variables. For other memory accesses, it does not ensure that values written by one invocation prior to a given static instance of barrier() can be safely read by other invocations after their call to the same static instance of barrier(). To achieve this requires the use of both barrier() and a memory barrier.

For compute shaders, the barrier() function may be placed within control flow, but that control flow must be uniform control flow. That is, all the controlling expressions that lead to execution of the barrier must be dynamically uniform expressions. This ensures that if any shader invocation enters a conditional statement, then all invocations will enter it. While compilers are encouraged to give warnings if they can detect this might not happen, compilers cannot completely determine this. Hence, it is the author’s responsibility to ensure barrier() only exists inside uniform control flow. Otherwise, some shader invocations will stall indefinitely, waiting for a barrier that is never reached by other invocations.

8.17. Shader Memory Control Functions

Within a single shader invocation, the visibility and order of writes made by that invocation are well-defined. However, the relative order of reads and writes to a single shared memory address from multiple separate shader invocations is largely undefined. Additionally, the order of accesses to multiple memory addresses performed by a single shader invocation, as observed by other shader invocations, is also undefined.

The following built-in functions can be used to control the ordering of reads and writes:

Syntax Description

void memoryBarrier()

Control the ordering of memory transactions issued by a single shader invocation.

void memoryBarrierAtomicCounter()

Control the ordering of accesses to atomic-counter variables issued by a single shader invocation.

void memoryBarrierBuffer()

Control the ordering of memory transactions to buffer variables issued within a single shader invocation.

void memoryBarrierShared()

Control the ordering of memory transactions to shared variables issued within a single shader invocation, as viewed by other invocations in the same workgroup.
Only available in compute shaders.

void memoryBarrierImage()

Control the ordering of memory transactions to images issued within a single shader invocation.

void groupMemoryBarrier()

Control the ordering of all memory transactions issued within a single shader invocation, as viewed by other invocations in the same workgroup.
Only available in compute shaders.

The memory barrier built-in functions can be used to order reads and writes to variables stored in memory accessible to other shader invocations. When called, these functions will wait for the completion of all reads and writes previously performed by the caller that access selected variable types, and then return with no other effect. The built-in functions memoryBarrierAtomicCounter(), memoryBarrierBuffer(), memoryBarrierImage(), and memoryBarrierShared() wait for the completion of accesses to atomic counter, buffer, image, and shared variables, respectively. The built-in functions memoryBarrier() and groupMemoryBarrier() wait for the completion of accesses to all of the above variable types. The functions memoryBarrierShared() and groupMemoryBarrier() are available only in compute shaders; the other functions are available in all shader types.

When these functions return, the effects of any memory stores performed using coherent variables prior to the call will be visible to any future1 coherent access to the same memory performed by any other shader invocation. In particular, the values written this way in one shader stage are guaranteed to be visible to coherent memory accesses performed by shader invocations in subsequent stages when those invocations were triggered by the execution of the original shader invocation (e.g. fragment shader invocations for a primitive resulting from a particular geometry shader invocation).

1

An access is only a future access if a happens-before relation can be established between the store and the load.

Additionally, memory barrier functions order stores performed by the calling invocation, as observed by other shader invocations. Without memory barriers, if one shader invocation performs two stores to coherent variables, a second shader invocation might see the values written by the second store prior to seeing those written by the first. However, if the first shader invocation calls a memory barrier function between the two stores, selected other shader invocations will never see the results of the second store before seeing those of the first. When using the functions groupMemoryBarrier() or memoryBarrierShared(), this ordering guarantee applies only to other shader invocations in the same compute shader workgroup; all other memory barrier functions provide the guarantee to all other shader invocations. No memory barrier is required to guarantee the order of memory stores as observed by the invocation performing the stores; an invocation reading from a variable that it previously wrote will always see the most recently written value unless another shader invocation also wrote to the same memory.

8.18. Subpass-Input Functions

Subpass-input functions are only available when targeting a Vulkan fragment stage.

Subpass inputs are read through the built-in functions below. The g is again a placeholder for either nothing, i, or u, indicating either a floating-point, signed integer, or unsigned integer, and these must match between argument type and return type.

Syntax Description

gvec4 subpassLoad(gsubpassInput subpass)
gvec4 subpassLoad(gsubpassInputMS subpass, int sample)

Read from a subpass input, from the implicit location (x, y, layer) of the current fragment coordinate.

8.19. Shader Invocation Group Functions

Implementations of the OpenGL Shading Language may optionally group multiple shader invocations for a single shader stage into a single SIMD invocation group, where invocations are assigned to groups in an undefined, implementation-dependent manner. Shader algorithms on such implementations may benefit from being able to evaluate a composite of Boolean values over all active invocations in a group.

Syntax Description

bool anyInvocation(bool value)

Returns true if and only if value is true for at least one active invocation in the group.

bool allInvocations(bool value)

Returns true if and only if value is true for all active invocations in the group.

bool allInvocationsEqual(bool value)

Returns true if value is the same for all active invocations in the group.

For all of these functions, the same result is returned to all active invocations in the group.

These functions may be called within conditionally executed code. In groups where some invocations do not execute the function call, the value returned by the function is not affected by any invocation not calling the function, even when value is well-defined for that invocation.

Because these functions depend on the values of value in an undefined group of invocations, the value returned by these functions is largely undefined. However, anyInvocation() is guaranteed to return true if value is true, and allInvocations() is guaranteed to return false if value is false.

Because implementations are not required to combine invocations into groups, simply returning value for anyInvocation() and allInvocations() and returning true for allInvocationsEqual() is a legal implementation of these functions.

For fragment shaders, invocations in a SIMD invocation group may include invocations corresponding to pixels that are covered by a primitive being rasterized, as well as invocations corresponding to neighboring pixels not covered by the primitive. Helper invocations (see “Built-In Language Variables”) may be created and the value of value for such helper-invocation pixels may affect the value returned by anyInvocation(), allInvocations(), and allInvocationsEqual().

9. Shading Language Grammar

The grammar is fed from the output of lexical analysis. The tokens returned from lexical analysis are

CONST BOOL FLOAT INT UINT DOUBLE

BVEC2 BVEC3 BVEC4 IVEC2 IVEC3 IVEC4 UVEC2 UVEC3 UVEC4 VEC2 VEC3 VEC4

MAT2 MAT3 MAT4 MAT2X2 MAT2X3 MAT2X4 MAT3X2 MAT3X3 MAT3X4 MAT4X2 MAT4X3 MAT4X4

DVEC2 DVEC3 DVEC4 DMAT2 DMAT3 DMAT4 DMAT2X2 DMAT2X3 DMAT2X4 DMAT3X2 DMAT3X3 DMAT3X4 DMAT4X2 DMAT4X3 DMAT4X4

CENTROID IN OUT INOUT UNIFORM PATCH SAMPLE BUFFER SHARED COHERENT VOLATILE RESTRICT READONLY WRITEONLY NOPERSPECTIVE FLAT SMOOTH LAYOUT

ATOMIC_UINT

SAMPLER2D SAMPLER3D SAMPLERCUBE SAMPLER2DSHADOW SAMPLERCUBESHADOW SAMPLER2DARRAY SAMPLER2DARRAYSHADOW ISAMPLER2D ISAMPLER3D ISAMPLERCUBE ISAMPLER2DARRAY USAMPLER2D USAMPLER3D USAMPLERCUBE USAMPLER2DARRAY

SAMPLER1D SAMPLER1DSHADOW SAMPLER1DARRAY SAMPLER1DARRAYSHADOW ISAMPLER1D ISAMPLER1DARRAY USAMPLER1D USAMPLER1DARRAY SAMPLER2DRECT SAMPLER2DRECTSHADOW ISAMPLER2DRECT USAMPLER2DRECT

SAMPLERBUFFER ISAMPLERBUFFER USAMPLERBUFFER SAMPLERCUBEARRAY SAMPLERCUBEARRAYSHADOW ISAMPLERCUBEARRAY USAMPLERCUBEARRAY SAMPLER2DMS ISAMPLER2DMS USAMPLER2DMS SAMPLER2DMSARRAY ISAMPLER2DMSARRAY USAMPLER2DMSARRAY IMAGE2D IIMAGE2D UIMAGE2D IMAGE3D IIMAGE3D UIMAGE3D IMAGECUBE IIMAGECUBE UIMAGECUBE IMAGEBUFFER IIMAGEBUFFER UIMAGEBUFFER IMAGE2DARRAY IIMAGE2DARRAY UIMAGE2DARRAY IMAGECUBEARRAY IIMAGECUBEARRAY UIMAGECUBEARRAY

IMAGE1D IIMAGE1D UIMAGE1D IMAGE1DARRAY IIMAGE1DARRAY UIMAGE1DARRAY IMAGE2DRECT IIMAGE2DRECT UIMAGE2DRECT IMAGE2DMS IIMAGE2DMS UIMAGE2DMS IMAGE2DMSARRAY IIMAGE2DMSARRAY UIMAGE2DMSARRAY

STRUCT VOID

WHILE BREAK CONTINUE DO ELSE FOR IF DISCARD RETURN SWITCH CASE DEFAULT SUBROUTINE

IDENTIFIER TYPE_NAME FLOATCONSTANT INTCONSTANT UINTCONSTANT BOOLCONSTANT DOUBLECONSTANT FIELD_SELECTION

LEFT_OP RIGHT_OP INC_OP DEC_OP LE_OP GE_OP EQ_OP NE_OP AND_OP OR_OP XOR_OP MUL_ASSIGN DIV_ASSIGN ADD_ASSIGN MOD_ASSIGN LEFT_ASSIGN RIGHT_ASSIGN AND_ASSIGN XOR_ASSIGN OR_ASSIGN SUB_ASSIGN LEFT_PAREN RIGHT_PAREN LEFT_BRACKET RIGHT_BRACKET LEFT_BRACE RIGHT_BRACE DOT COMMA COLON EQUAL SEMICOLON BANG DASH TILDE PLUS STAR SLASH PERCENT LEFT_ANGLE RIGHT_ANGLE VERTICAL_BAR CARET AMPERSAND QUESTION

INVARIANT PRECISE HIGH_PRECISION MEDIUM_PRECISION LOW_PRECISION PRECISION

The following describes the grammar for the OpenGL Shading Language in terms of the above tokens. The starting rule is translation_unit. An empty shader (one having no tokens to parse, after pre-processing) is valid, resulting in no compile-time errors, even though the grammar below does not have a rule to accept an empty token stream.

variable_identifier :

IDENTIFIER

primary_expression :

variable_identifier
INTCONSTANT
UINTCONSTANT
FLOATCONSTANT
BOOLCONSTANT
DOUBLECONSTANT
LEFT_PAREN expression RIGHT_PAREN

postfix_expression :

primary_expression
postfix_expression LEFT_BRACKET integer_expression RIGHT_BRACKET
function_call
postfix_expression DOT FIELD_SELECTION
postfix_expression INC_OP
postfix_expression DEC_OP

FIELD_SELECTION includes members in structures, component selection for vectors and the 'length' identifier for the length() method

integer_expression :

expression

function_call :

function_call_or_method

function_call_or_method :

function_call_generic

function_call_generic :

function_call_header_with_parameters RIGHT_PAREN
function_call_header_no_parameters RIGHT_PAREN

function_call_header_no_parameters :

function_call_header VOID
function_call_header

function_call_header_with_parameters :

function_call_header assignment_expression
function_call_header_with_parameters COMMA assignment_expression

function_call_header :

function_identifier LEFT_PAREN

Grammar Note: Constructors look like functions, but lexical analysis recognized most of them as keywords. They are now recognized through type_specifier.

Methods (.length), subroutine array calls, and identifiers are recognized through postfix_expression.

function_identifier :

type_specifier
postfix_expression

unary_expression :

postfix_expression
INC_OP unary_expression
DEC_OP unary_expression
unary_operator unary_expression

Grammar Note: No traditional style type casts.

unary_operator :

PLUS
DASH
BANG
TILDE

Grammar Note: No '*' or '&' unary ops. Pointers are not supported.

multiplicative_expression :

unary_expression
multiplicative_expression STAR unary_expression
multiplicative_expression SLASH unary_expression
multiplicative_expression PERCENT unary_expression

additive_expression :

multiplicative_expression
additive_expression PLUS multiplicative_expression
additive_expression DASH multiplicative_expression

shift_expression :

additive_expression
shift_expression LEFT_OP additive_expression
shift_expression RIGHT_OP additive_expression

relational_expression :

shift_expression
relational_expression LEFT_ANGLE shift_expression
relational_expression RIGHT_ANGLE shift_expression
relational_expression LE_OP shift_expression
relational_expression GE_OP shift_expression

equality_expression :

relational_expression
equality_expression EQ_OP relational_expression
equality_expression NE_OP relational_expression

and_expression :

equality_expression
and_expression AMPERSAND equality_expression

exclusive_or_expression :

and_expression
exclusive_or_expression CARET and_expression

inclusive_or_expression :

exclusive_or_expression
inclusive_or_expression VERTICAL_BAR exclusive_or_expression

logical_and_expression :

inclusive_or_expression
logical_and_expression AND_OP inclusive_or_expression

logical_xor_expression :

logical_and_expression
logical_xor_expression XOR_OP logical_and_expression

logical_or_expression :

logical_xor_expression
logical_or_expression OR_OP logical_xor_expression

conditional_expression :

logical_or_expression
logical_or_expression QUESTION expression COLON assignment_expression

assignment_expression :

conditional_expression
unary_expression assignment_operator assignment_expression

assignment_operator :

EQUAL
MUL_ASSIGN
DIV_ASSIGN
MOD_ASSIGN
ADD_ASSIGN
SUB_ASSIGN
LEFT_ASSIGN
RIGHT_ASSIGN
AND_ASSIGN
XOR_ASSIGN
OR_ASSIGN

expression :

assignment_expression
expression COMMA assignment_expression

constant_expression :

conditional_expression

declaration :

function_prototype SEMICOLON
init_declarator_list SEMICOLON
PRECISION precision_qualifier type_specifier SEMICOLON
type_qualifier IDENTIFIER LEFT_BRACE struct_declaration_list RIGHT_BRACE SEMICOLON
type_qualifier IDENTIFIER LEFT_BRACE struct_declaration_list RIGHT_BRACE IDENTIFIER SEMICOLON
type_qualifier IDENTIFIER LEFT_BRACE struct_declaration_list RIGHT_BRACE IDENTIFIER array_specifier SEMICOLON
type_qualifier SEMICOLON
type_qualifier IDENTIFIER SEMICOLON
type_qualifier IDENTIFIER identifier_list SEMICOLON

identifier_list :

COMMA IDENTIFIER
identifier_list COMMA IDENTIFIER

function_prototype :

function_declarator RIGHT_PAREN

function_declarator :

function_header
function_header_with_parameters

function_header_with_parameters :

function_header parameter_declaration
function_header_with_parameters COMMA parameter_declaration

function_header :

fully_specified_type IDENTIFIER LEFT_PAREN

parameter_declarator :

type_specifier IDENTIFIER
type_specifier IDENTIFIER array_specifier

parameter_declaration :

type_qualifier parameter_declarator
parameter_declarator
type_qualifier parameter_type_specifier
parameter_type_specifier

parameter_type_specifier :

type_specifier

init_declarator_list :

single_declaration
init_declarator_list COMMA IDENTIFIER
init_declarator_list COMMA IDENTIFIER array_specifier
init_declarator_list COMMA IDENTIFIER array_specifier EQUAL initializer
init_declarator_list COMMA IDENTIFIER EQUAL initializer

single_declaration :

fully_specified_type
fully_specified_type IDENTIFIER
fully_specified_type IDENTIFIER array_specifier
fully_specified_type IDENTIFIER array_specifier EQUAL initializer
fully_specified_type IDENTIFIER EQUAL initializer

Grammar Note: No 'enum', or 'typedef'.

fully_specified_type :

type_specifier
type_qualifier type_specifier

invariant_qualifier :

INVARIANT

interpolation_qualifier :

SMOOTH
FLAT
NOPERSPECTIVE

layout_qualifier :

LAYOUT LEFT_PAREN layout_qualifier_id_list RIGHT_PAREN

layout_qualifier_id_list :

layout_qualifier_id
layout_qualifier_id_list COMMA layout_qualifier_id

layout_qualifier_id :

IDENTIFIER
IDENTIFIER EQUAL constant_expression
SHARED

precise_qualifier :

PRECISE

type_qualifier :

single_type_qualifier
type_qualifier single_type_qualifier

single_type_qualifier :

storage_qualifier
layout_qualifier
precision_qualifier
interpolation_qualifier
invariant_qualifier
precise_qualifier

storage_qualifier :

CONST
IN
OUT
INOUT
CENTROID
PATCH
SAMPLE
UNIFORM
BUFFER
SHARED
COHERENT
VOLATILE
RESTRICT
READONLY
WRITEONLY
SUBROUTINE
SUBROUTINE LEFT_PAREN type_name_list RIGHT_PAREN

type_name_list :

TYPE_NAME
type_name_list COMMA TYPE_NAME

type_specifier :

type_specifier_nonarray
type_specifier_nonarray array_specifier

array_specifier :

LEFT_BRACKET RIGHT_BRACKET
LEFT_BRACKET conditional_expression RIGHT_BRACKET
array_specifier LEFT_BRACKET RIGHT_BRACKET
array_specifier LEFT_BRACKET conditional_expression RIGHT_BRACKET

type_specifier_nonarray :

VOID
FLOAT
DOUBLE
INT
UINT
BOOL
VEC2
VEC3
VEC4
DVEC2
DVEC3
DVEC4
BVEC2
BVEC3
BVEC4
IVEC2
IVEC3
IVEC4
UVEC2
UVEC3
UVEC4
MAT2
MAT3
MAT4
MAT2X2
MAT2X3
MAT2X4
MAT3X2
MAT3X3
MAT3X4
MAT4X2
MAT4X3
MAT4X4
DMAT2
DMAT3
DMAT4
DMAT2X2
DMAT2X3
DMAT2X4
DMAT3X2
DMAT3X3
DMAT3X4
DMAT4X2
DMAT4X3
DMAT4X4
ATOMIC_UINT
SAMPLER2D
SAMPLER3D
SAMPLERCUBE
SAMPLER2DSHADOW
SAMPLERCUBESHADOW
SAMPLER2DARRAY
SAMPLER2DARRAYSHADOW
SAMPLERCUBEARRAY
SAMPLERCUBEARRAYSHADOW
ISAMPLER2D
ISAMPLER3D
ISAMPLERCUBE
ISAMPLER2DARRAY
ISAMPLERCUBEARRAY
USAMPLER2D
USAMPLER3D
USAMPLERCUBE
USAMPLER2DARRAY
USAMPLERCUBEARRAY
SAMPLER1D
SAMPLER1DSHADOW
SAMPLER1DARRAY
SAMPLER1DARRAYSHADOW
ISAMPLER1D
ISAMPLER1DARRAY
USAMPLER1D
USAMPLER1DARRAY
SAMPLER2DRECT
SAMPLER2DRECTSHADOW
ISAMPLER2DRECT
USAMPLER2DRECT
SAMPLERBUFFER
ISAMPLERBUFFER
USAMPLERBUFFER
SAMPLER2DMS
ISAMPLER2DMS
USAMPLER2DMS
SAMPLER2DMSARRAY
ISAMPLER2DMSARRAY
USAMPLER2DMSARRAY
IMAGE2D
IIMAGE2D
UIMAGE2D
IMAGE3D
IIMAGE3D
UIMAGE3D
IMAGECUBE
IIMAGECUBE
UIMAGECUBE
IMAGEBUFFER
IIMAGEBUFFER
UIMAGEBUFFER
IMAGE1D
IIMAGE1D
UIMAGE1D
IMAGE1DARRAY
IIMAGE1DARRAY
UIMAGE1DARRAY
IMAGE2DRECT
IIMAGE2DRECT
UIMAGE2DRECT
IMAGE2DARRAY
IIMAGE2DARRAY
UIMAGE2DARRAY
IMAGECUBEARRAY
IIMAGECUBEARRAY
UIMAGECUBEARRAY
IMAGE2DMS
IIMAGE2DMS
UIMAGE2DMS
IMAGE2DMSARRAY
IIMAGE2DMSARRAY
UIMAGE2DMSARRAY
struct_specifier
TYPE_NAME

precision_qualifier :

HIGH_PRECISION
MEDIUM_PRECISION
LOW_PRECISION

struct_specifier :

STRUCT IDENTIFIER LEFT_BRACE struct_declaration_list RIGHT_BRACE
STRUCT LEFT_BRACE struct_declaration_list RIGHT_BRACE

struct_declaration_list :

struct_declaration
struct_declaration_list struct_declaration

struct_declaration :

type_specifier struct_declarator_list SEMICOLON
type_qualifier type_specifier struct_declarator_list SEMICOLON

struct_declarator_list :

struct_declarator
struct_declarator_list COMMA struct_declarator

struct_declarator :

IDENTIFIER
IDENTIFIER array_specifier

initializer :

assignment_expression
LEFT_BRACE initializer_list RIGHT_BRACE
LEFT_BRACE initializer_list COMMA RIGHT_BRACE

initializer_list :

initializer
initializer_list COMMA initializer

declaration_statement :

declaration

statement :

compound_statement
simple_statement

Grammar Note: labeled statements for SWITCH only; 'goto' is not supported.

simple_statement :

declaration_statement
expression_statement
selection_statement
switch_statement
case_label
iteration_statement
jump_statement

compound_statement :

LEFT_BRACE RIGHT_BRACE
LEFT_BRACE statement_list RIGHT_BRACE

statement_no_new_scope :

compound_statement_no_new_scope
simple_statement

compound_statement_no_new_scope :

LEFT_BRACE RIGHT_BRACE
LEFT_BRACE statement_list RIGHT_BRACE

statement_list :

statement
statement_list statement

expression_statement :

SEMICOLON
expression SEMICOLON

selection_statement :

IF LEFT_PAREN expression RIGHT_PAREN selection_rest_statement

selection_rest_statement :

statement ELSE statement
statement

condition :

expression
fully_specified_type IDENTIFIER EQUAL initializer

switch_statement :

SWITCH LEFT_PAREN expression RIGHT_PAREN LEFT_BRACE switch_statement_list
RIGHT_BRACE

switch_statement_list :

/* nothing */
statement_list

case_label :

CASE expression COLON
DEFAULT COLON

iteration_statement :

WHILE LEFT_PAREN condition RIGHT_PAREN statement_no_new_scope
DO statement WHILE LEFT_PAREN expression RIGHT_PAREN SEMICOLON
FOR LEFT_PAREN for_init_statement for_rest_statement RIGHT_PAREN statement_no_new_scope

for_init_statement :

expression_statement
declaration_statement

conditionopt :

condition
/* empty */

for_rest_statement :

conditionopt SEMICOLON
conditionopt SEMICOLON expression

jump_statement :

CONTINUE SEMICOLON
BREAK SEMICOLON
RETURN SEMICOLON
RETURN expression SEMICOLON
DISCARD SEMICOLON // Fragment shader only.

Grammar Note: No 'goto'. Gotos are not supported.

translation_unit :

external_declaration
translation_unit external_declaration

external_declaration :

function_definition
declaration
SEMICOLON

function_definition :

function_prototype compound_statement_no_new_scope

In general the above grammar describes a super set of the OpenGL Shading Language. Certain constructs that are valid purely in terms of the grammar are disallowed by statements elsewhere in this specification.

10. Acknowledgments

This specification is based on the work of those who contributed to past versions of the Open GL and Open GL ES Language Specifications and the following contributors to this version:

Pat Brown, NVIDIA
Jeff Bolz, NVIDIA
Frank Chen
Pierre Boudier, AMD
Piers Daniell, NVIDIA
Chris Dodd, NVIDIA
Nick Haemel, NVIDIA
Jason Green, Transgaming
Brent Insko, Intel
Jon Leech
Bill Licea-Kane, Qualcomm
Daniel Koch, NVIDIA
Graeme Leese, Broadcom
Barthold Lichtenbelt, NVIDIA
Bruce Merry, ARM
Robert Ohannessian
Tom Olson, ARM
Brian Paul, VMware
Acorn Pooley, NVIDIA
Daniel Rakos, AMD
Christophe Riccio, AMD
Kevin Rogovin
Ian Romanick, Intel
Greg Roth, NVIDIA
Graham Sellers, AMD
Dave Shreiner, ARM
Jeremy Sandmel, Apple
Robert Simpson, Qualcomm
Eric Werness, NVIDIA
Mark Young, AMD

11. Normative References

  1. International Standard ISO/IEC 14882:1998(E). Programming Languages - C++. Referenced for preprocessor only

  2. “OpenGLR ES, Version 3.2”, https://www.khronos.org/registry/OpenGL/index_es.php, November 3, 2016.

  3. “The OpenGLR Graphics System: A Specification, Version 4.6 (Core Profile)”, https://www.khronos.org/registry/OpenGL/index_gl.php, June 1, 2016.

  4. IEEE 754-2008. IEEE Standard for Floating-Point Arithmetic

  5. “SPIR-V Specification, Version 1.6, Revision 2” , https://www.khronos.org/registry/spir-v/.

  6. “VulkanR 1.3.226 - A Specification”, https://www.khronos.org/registry/vulkan/, September 1, 2022.

12. Non-Normative SPIR-V Mappings

This appendix includes:

  • a comparison of feature differences with SPIR-V versus without, for both Vulkan and OpenGL

  • a discussion of how GLSL features logically map to SPIR-V features.

12.1. Feature Comparisons

The following features are removed for both OpenGL and Vulkan:

  • subroutines

  • shared and packed block layouts

  • the already deprecated texturing functions (e.g., texture2D())

  • the already deprecated noise functions (e.g., noise1())

  • compatibility-profile features

  • gl_DepthRangeParameters and gl_NumSamples

Vulkan removed the following features, which are still present for OpenGL:

  • Default uniforms, for non-opaque types: The UniformConstant storage class can be used on individual variables at global scope. (That is, uniforms don’t have to be in a block, unless they are built-in members that are in block in GLSL version 4.5 or above.)

  • GLSL atomic-counter bindings have the offset layout qualifier → SPIR-V AtomicCounter storage class using the Offset decoration

  • GLSL origin_lower_left → SPIR-V OriginLowerLeft

  • special rules for locations for input doubles in the vertex shader

  • gl_VertexID and gl_InstanceID (more detail follows)

The following features are added for both OpenGL and Vulkan:

  • specialization constants

  • offset can organize members in a different order than declaration order

  • offset and align layout qualifiers for uniform/buffer blocks for versions that did not support them

Vulkan Only: The following features are added:

  • push-constant buffers

  • shader combining of separate textures and samplers (SPIR-V OpTypeSampler)

  • descriptor sets (DescriptorSet must be 0, if present)

  • gl_VertexIndex and gl_InstanceIndex

  • subpass-input targets and input attachments (input_attachment_index)

The following features are changed in both OpenGL and Vulkan:

  • gl_FragColor will no longer indicate an implicit broadcast

Vulkan Only: The following features are changed:

  • precision qualifiers (mediump and lowp) will be respected for all versions, not dropped for desktop versions (default precision for desktop versions is highp for all types)

  • arrays of uniforms and buffer blocks take only one binding number for the entire object, not one per array element

  • the default origin is origin_upper_left instead of origin_lower_left

Vulkan does not allow multi-dimensional arrays of resources like UBOs and SSBOs in its SPIR-V environment spec. SPIR-V supports it and OpenGL already allows this for GLSL shaders. SPIR-V for OpenGL also allows it.

12.2. Mapping from GLSL to SPIR-V

12.2.1. Specialization Constants

SPIR-V specialization constants, which can be set later by the client API, can be declared using layout(constant_id=…​). For example, to make a specialization constant with a default value of 12:

layout(constant_id = 17) const int arraySize = 12;

Above, 17 is the ID by which the API or other tools can later refer to this specific specialization constant. The API or an intermediate tool can then change its value to another constant integer before it is fully lowered to executable code. If it is never changed before final lowering, it will retain the value of 12.

Specialization constants have const semantics, except they don’t fold. Hence, an array can be declared with arraySize from above:

vec4 data[arraySize];  // legal, even though arraySize might change

Specialization constants can be in expressions:

vec4 data2[arraySize + 2];

This will make data2 be sized by 2 more than whatever constant value arraySize has when it is time to lower the shader to executable code.

An expression formed with specialization constants also behaves in the shader like a specialization constant, not a like a constant.

arraySize + 2       // a specialization constant (with no constant_id)

Such expressions can be used in the same places as a constant.

The constant_id can only be applied to a scalar integer, a scalar floating-point or a scalar Boolean.

Only basic operators and constructors can be applied to a specialization constant and still result in a specialization constant:

layout(constant_id = 17) const int arraySize = 12;
sin(float(arraySize));    // result is not a specialization constant

While SPIR-V specialization constants are only for scalars, a vector can be made by operations on scalars:

layout(constant_id = 18) const int scX = 1;
layout(constant_id = 19) const int scZ = 1;
const vec3 scVec = vec3(scX, 1, scZ);  // partially specialized vector

A built-in variable can have a constant_id attached to it:

layout(constant_id = 18) gl_MaxImageUnits;

This makes it behave as a specialization constant. It is not a full redeclaration; all other characteristics are left intact from the original built-in declaration.

The built-in vector gl_WorkGroupSize can be specialized using special layout local_size_{xyz}_id applied to the in qualifier. For example:

layout(local_size_x_id = 18, local_size_z_id = 19) in;

This leaves gl_WorkGroupSize.y as a non-specialization constant, with gl_WorkGroupSize being a partially specialized vector. Its x and z components can be later specialized using the ID’s 18 and 19.

12.2.2. Vulkan Only: Push Constants

Push constants reside in a uniform block declared using the new layout-qualifier-id push_constant applied to a uniform-block declaration. The API writes a set of constants to a push-constant buffer, and the shader reads them from a push_constant block:

layout(push_constant) uniform BlockName {
    int member1;
    float member2;
    ...
} InstanceName; // optional instance name
... = InstanceName.member2; // read a push constant

The memory accounting used for the push_constant uniform block is different than for other uniform blocks: There is a separate small pool of memory it must fit within. By default, a push_constant buffer follows the std430 packing rules.

12.2.3. Vulkan Only: Descriptor Sets

Each shader resource in a descriptor set is assigned a tuple of (set number, binding number, array element) that defines its location within a descriptor set layout. In GLSL, the set number and binding number are assigned via the set and binding layout qualifiers respectively, and the array element is implicitly assigned consecutively starting with index equal to zero for the first element of an array (and array element is zero for non-array variables):

// Assign set number = M, binding number = N, array element = 0
layout (set=M, binding=N) uniform sampler2D variableName;
// Assign set number = M, binding number = N for all array elements,
// and array element = i for the ith member of an array of size I.
layout (set=M, binding=N) uniform sampler2D variableNameArray[I];

For example, two combined texture/sampler objects can be declared in two different descriptor sets as follows

layout(set = 0, binding = 0) uniform sampler2D ts3;
layout(set = 1, binding = 0) uniform sampler2D ts4;

See the API documentation for more detail on the operation model of descriptor sets.

12.2.4. Vulkan Only: Samplers, Images, Textures, and Buffers

Storage Images

Storage images are declared in GLSL shader source using uniform image variables of the appropriate dimensionality as well as a format layout qualifier (if necessary):

layout (set=m, binding=n, r32f) uniform image2D myStorageImage;

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %9 "myStorageImage"
        OpDecorate %9 DescriptorSet m
        OpDecorate %9 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 2 R32f
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
        ...
Samplers

SPIR-V samplers are declared in GLSL shader source using uniform sampler and samplerShadow types:

layout (set=m, binding=n) uniform sampler mySampler;

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %8 "mySampler"
        OpDecorate %8 DescriptorSet m
        OpDecorate %8 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeSampler
%7 = OpTypePointer UniformConstant %6
%8 = OpVariable %7 UniformConstant
        ...
Textures (Sampled Images)

Textures are declared in GLSL shader source using uniform texture variables of the appropriate dimensionality:

layout (set=m, binding=n) uniform texture2D mySampledImage;

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %9 "mySampledImage"
        OpDecorate %9 DescriptorSet m
        OpDecorate %9 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
        ...
Combined Texture and Samplers

Combined textures and samplers are declared in GLSL shader source using uniform texture-combined sampler variables of the appropriate dimensionality:

layout (set=m, binding=n) uniform sampler2D myCombinedImageSampler;

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %10 "myCombinedImageSampler"
        OpDecorate %10 DescriptorSet m
        OpDecorate %10 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 2D 0 0 0 1 Unknown
%8 = OpTypeSampledImage %7
%9 = OpTypePointer UniformConstant %8
%10 = OpVariable %9 UniformConstant
        ...

Note that a combined image sampler descriptor can be referred to as just an image or sampler in the shader as per the above sections.

Combining Separate Samplers and Textures

A sampler, declared with the keyword sampler, contains just filtering information, containing neither a texture nor an image:

uniform sampler s;    // a handle to filtering information

A texture, declared with keywords like texture2D, contains just image information, not filtering information:

uniform texture2D t;  // a handle to a texture (an image in SPIR-V)

Constructors can then be used to combine a sampler and a texture at the point of making a texture lookup call:

texture(sampler2D(t, s), ...);

Note, layout() information is omitted above for clarity of this feature.

Texture Buffers (Uniform Texel Buffers)

Texture buffers are declared in GLSL shader source using uniform textureBuffer variables:

layout (set=m, binding=n) uniform textureBuffer myUniformTexelBuffer;

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %9 "myUniformTexelBuffer"
        OpDecorate %9 DescriptorSet m
        OpDecorate %9 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 Buffer 0 0 0 1 Unknown
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
        ...
Image Buffers (Storage Texel Buffers)

Image buffers are declared in GLSL shader source using uniform imageBuffer variables:

layout (set=m, binding=n, r32f) uniform imageBuffer myStorageTexelBuffer;

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %9 "myStorageTexelBuffer"
        OpDecorate %9 DescriptorSet m
        OpDecorate %9 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 Buffer 0 0 0 2 R32f
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
        ...
Storage Buffers

Storage buffers are declared in GLSL shader source using buffer storage qualifier and block syntax:

layout (set=m, binding=n) buffer myStorageBuffer
{
    vec4 myElement[];
};

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %9 "myStorageBuffer"
        OpMemberName %9 0 "myElement"
        OpName %11 ""
        OpDecorate %8 ArrayStride 16
        OpMemberDecorate %9 0 Offset 0
        OpDecorate %9 BufferBlock
        OpDecorate %11 DescriptorSet m
        OpDecorate %11 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 4
%8 = OpTypeRuntimeArray %7
%9 = OpTypeStruct %8
%10 = OpTypePointer Uniform %9
%11 = OpVariable %10 Uniform
        ...
Uniform Buffers

Uniform buffers are declared in GLSL shader source using the uniform storage qualifier and block syntax:

layout (set=m, binding=n) uniform myUniformBuffer
{
    vec4 myElement[32];
};

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %11 "myUniformBuffer"
        OpMemberName %11 0 "myElement"
        OpName %13 ""
        OpDecorate %10 ArrayStride 16
        OpMemberDecorate %11 0 Offset 0
        OpDecorate %11 Block
        OpDecorate %13 DescriptorSet m
        OpDecorate %13 Binding n
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeVector %6 4
%8 = OpTypeInt 32 0
%9 = OpConstant %8 32
%10 = OpTypeArray %7 %9
%11 = OpTypeStruct %10
%12 = OpTypePointer Uniform %11
%13 = OpVariable %12 Uniform
        ...
Subpass Inputs

Within a rendering pass, a subpass can write results to an output target that can then be read by the next subpass as an input subpass. The "Subpass Input" feature regards the ability to read an output target.

Subpass inputs are read through a new set of types, available only to fragment shaders:

subpassInput
subpassInputMS
isubpassInput
isubpassInputMS
usubpassInput
usubpassInputMS

Unlike sampler and image objects, subpass inputs are implicitly addressed by the fragment’s (x, y, layer) coordinate.

Input attachments are decorated with their input attachment index in addition to descriptor set and binding numbers.

layout (input_attachment_index=i, set=m, binding=n) uniform subpassInput myInputAttachment;

Which maps to the following SPIR-V:

        ...
%1 = OpExtInstImport "GLSL.std.450"
        ...
        OpName %9 "myInputAttachment"
        OpDecorate %9 DescriptorSet m
        OpDecorate %9 Binding n
        OpDecorate %9 InputAttachmentIndex i
%2 = OpTypeVoid
%3 = OpTypeFunction %2
%6 = OpTypeFloat 32
%7 = OpTypeImage %6 SubpassData 0 0 0 2 Unknown
%8 = OpTypePointer UniformConstant %7
%9 = OpVariable %8 UniformConstant
        ...

An input_attachment_index of i selects the ith entry in the input pass list. (See API specification for more information.)

These objects support reading the subpass input through the following functions:

gvec4 subpassLoad(gsubpassInput   subpass);
gvec4 subpassLoad(gsubpassInputMS subpass, int sample);

12.2.5. Mapping Variables

gl_FragColor

The fragment-stage built-in gl_FragColor, which implies a broadcast to all outputs, is not present in SPIR-V. Shaders where writing to gl_FragColor is allowed can still write to it, but it only means to write to an output:

  • of the same type as gl_FragColor

  • decorated with location 0

  • not decorated as a built-in variable.

There is no implicit broadcast.

Vulkan gl_VertexIndex and gl_InstanceIndex

Adds two new built-in variables, gl_VertexIndex and gl_InstanceIndex to replace the existing built-in variables gl_VertexID and gl_InstanceID.

In the situations where the indexing is relative to some base offset, these built-in variables are defined, for Vulkan, to take on values as follows:

gl_VertexIndex             base, base+1, base+2, ...
gl_InstanceIndex           base, base+1, base+2, ...

Where it depends on the situation what the base actually is.

Storage Classes:
uniform sampler2D...;        -> UniformConstant
uniform blockN { ... } ...;  -> Uniform, with Block decoration
in / out variable            -> Input/Output, possibly with block (below)
in / out block...            -> Input/Output, with Block decoration
buffer  blockN { ... } ...;  -> Uniform, with BufferBlock decoration
shared                       -> Workgroup
<normal global>              -> Private
Vulkan Only: buffer  blockN { ... } ...;  -> StorageBuffer, when requested
OpenGL Only: uniform variable (non-block) -> UniformConstant
OpenGL Only: ... uniform atomic_uint ...  -> AtomicCounter
Input/Output

Mapping of input/output blocks or variables is the same for all versions of GLSL or ESSL. To the extent variables or members are available in a version, its location is as follows:

These are mapped to SPIR-V individual variables, with similarly spelled built-in decorations (except as noted):

Any stage:

in gl_VertexIndex          (Vulkan only)
in gl_VertexID             (OpenGL only)
in gl_InstanceIndex        (Vulkan only)
in gl_InstanceID           (OpenGL only)
in gl_InvocationID
in gl_PatchVerticesIn      (PatchVertices)
in gl_PrimitiveIDIn        (PrimitiveID)
in/out gl_PrimitiveID      (in/out based only on storage qualifier)
in gl_TessCoord
in/out gl_Layer
in/out gl_ViewportIndex
patch in/out gl_TessLevelOuter  (uses Patch decoration)
patch in/out gl_TessLevelInner  (uses Patch decoration)

Compute stage only:

in gl_NumWorkGroups
in gl_WorkGroupSize
in gl_WorkGroupID
in gl_LocalInvocationID
in gl_GlobalInvocationID
in gl_LocalInvocationIndex

Fragment stage only:

in gl_FragCoord
in gl_FrontFacing
in gl_ClipDistance
in gl_CullDistance
in gl_PointCoord
in gl_SampleID
in gl_SamplePosition
in gl_HelperInvocation
out gl_FragDepth
in gl_SampleMaskIn        (SampleMask)
out gl_SampleMask         (in/out based only on storage qualifier)

These are mapped to SPIR-V blocks, as implied by the pseudo code, with the members decorated with similarly spelled built-in decorations:

Non-fragment stage:

in/out gl_PerVertex {   // some subset of these members will be used
    gl_Position
    gl_PointSize
    gl_ClipDistance
    gl_CullDistance
}                       // name of block is for debug only

There is at most one input and one output block per stage in SPIR-V. The subset and order of members will match between stages sharing an interface.

12.2.6. Vulkan Only: Mapping of Precision Qualifiers

lowp     -> RelaxedPrecision, on storage variable and operation
mediump  -> RelaxedPrecision, on storage variable and operation
highp    -> 32-bit, same as int or float
portability tool/mode  -> OpQuantizeToF16

12.2.7. Mapping of precise:

precise -> NoContraction

12.2.8. OpenGL Mapping of atomic_uint offset layout qualifier

offset         ->  Offset (decoration)

12.2.9. Mapping of Images

imageLoad()   -> OpImageRead
imageStore()  -> OpImageWrite
texelFetch()  -> OpImageFetch
subpassInput  -> OpTypeImage with Dim of SubpassData (Vulkan only)
subpassLoad() -> OpImageRead                         (Vulkan only)
imageAtomicXXX(params, data)  -> %ptr = OpImageTexelPointer params
                                        OpAtomicXXX %ptr, data
XXXQueryXXX(combined) -> %image = OpImage combined
                                OpXXXQueryXXX %image

12.2.10. Mapping of Layouts

std140/std430  ->  explicit Offset, ArrayStride, and MatrixStride
                    Decoration on struct members
shared/packed  ->  not allowed
<default>      ->  not shared, but std140 or std430
xfb_offset     ->  Offset Decoration on the object or struct member
xfb_buffer     ->  XfbBuffer Decoration on the object
xfb_stride     ->  XfbStride Decoration on the object
any xfb_*      ->  the Xfb Execution Mode is set
captured XFB   ->  has both XfbBuffer and Offset
non-captured   ->  lacking XfbBuffer or Offset
max_vertices   ->  OutputVertices

12.2.11. Mapping of barriers

barrier() (compute) -> OpControlBarrier(/*Execution*/Workgroup,
                                        /*Memory*/Workgroup,
                                        /*Semantics*/AcquireRelease |
                                                    WorkgroupMemory)
barrier() (tess control) -> OpControlBarrier(/*Execution*/Workgroup,
                                            /*Memory*/Invocation,
                                            /*Semantics*/None)
memoryBarrier() -> OpMemoryBarrier(/*Memory*/Device,
                                    /*Semantics*/AcquireRelease |
                                                UniformMemory |
                                                WorkgroupMemory |
                                                ImageMemory)
memoryBarrierBuffer() -> OpMemoryBarrier(/*Memory*/Device,
                                        /*Semantics*/AcquireRelease |
                                                    UniformMemory)
memoryBarrierShared() -> OpMemoryBarrier(/*Memory*/Device,
                                        /*Semantics*/AcquireRelease |
                                                    WorkgroupMemory)
memoryBarrierImage() -> OpMemoryBarrier(/*Memory*/Device,
                                        /*Semantics*/AcquireRelease |
                                                    ImageMemory)
groupMemoryBarrier() -> OpMemoryBarrier(/*Memory*/Workgroup,
                                        /*Semantics*/AcquireRelease |
                                                    UniformMemory |
                                                    WorkgroupMemory |
                                                    ImageMemory)

12.2.12. Mapping of atomics

all atomic builtin functions -> Semantics = None(Relaxed)
atomicExchange()             -> OpAtomicExchange
imageAtomicExchange()        -> OpAtomicExchange
atomicCompSwap()             -> OpAtomicCompareExchange
imageAtomicCompSwap()        -> OpAtomicCompareExchange
N/A                          -> OpAtomicCompareExchangeWeak

12.2.13. OpenGL Only: Mapping of Atomics

atomicCounterIncrement -> OpAtomicIIncrement
atomicCounterDecrement -> OpAtomicIDecrement
atomicCounter          -> OpAtomicLoad

12.2.14. Mapping of other instructions

%     -> OpUMod/OpSMod
mod() -> OpFMod
N/A   -> OpSRem/OpFRem
pack/unpack (conversion)    -> pack/unpack in GLSL extended instructions
pack/unpack (no conversion) -> OpBitcast