Description

CullDistance

Decorating a variable with the CullDistance built-in decoration will make that variable contain the mechanism for controlling user culling. If any member of this array is assigned a negative value for all vertices belonging to a primitive, then the primitive is discarded before rasterization.

Note

In fragment shaders, the values of the CullDistance array are linearly interpolated across each primitive.

Note

If CullDistance decorates an input variable, that variable will contain the corresponding value from the CullDistance decorated output variable from the previous shader stage.

Valid Usage
  • VUID-CullDistance-CullDistance-04196
    The CullDistance decoration must be used only within the MeshEXT, MeshNV, Vertex, Fragment, TessellationControl, TessellationEvaluation, or Geometry Execution Model

  • VUID-CullDistance-CullDistance-04197
    The variable decorated with CullDistance within the MeshEXT, MeshNV or Vertex Execution Model must be declared using the Output Storage Class

  • VUID-CullDistance-CullDistance-04198
    The variable decorated with CullDistance within the Fragment Execution Model must be declared using the Input Storage Class

  • VUID-CullDistance-CullDistance-04199
    The variable decorated with CullDistance within the TessellationControl, TessellationEvaluation, or Geometry Execution Model must not be declared using a Storage Class other than Input or Output

  • VUID-CullDistance-CullDistance-04200
    The variable decorated with CullDistance must be declared as an array of 32-bit floating-point values

See Also

No cross-references are available

Document Notes

For more information, see the Vulkan Specification

This page is extracted from the Vulkan Specification. Fixes and changes should be made to the Specification, not directly.

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