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Master's Thesis - Studierstube Augmented Reality Project - Graz ...

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4.4 Visualization Framework<br />

The order is arbitrary and recurrences are allowed. (for example vector.xxwy).<br />

{s,t,p,q}-letters are allowed for indexing as well.<br />

• All basic matrix and vector operations are available for the according types.<br />

• Many standard geometric, trigonometric and exponential functions are available<br />

as described in [Fernandes2007]<br />

built-in variables, attributes and constants<br />

The most important of them are listed below. A complete list of them is given in<br />

[Tatarchuk2004]<br />

• vertex shader writable variables<br />

– vec4 gl_Position: equals to the homogeneous coordinate position of the<br />

vertex and must be written.<br />

• vertex shader readable attributes:<br />

– vec4 gl_Color: color value of the vertex;<br />

– vec4 gl_Normal: normal vector of the vertex;<br />

– vec4 gl_Vertex: coordinate of the vertex;<br />

– vec4 gl_MultiTexCoord0..7: texture coordinates on texture units 0...7.<br />

• fragment shader writable variables:<br />

– vec4 gl_FragColor: must be written and defines the color of the output<br />

fragment;<br />

– vec4 gl_FragData[0..15]: refers to the same as vec4 gl_FragColor but<br />

for multiple render targets.<br />

• fragment shader readable attributes:<br />

– vec4 gl_FragCoord: reads the position of the fragment relative to the window<br />

position (x,y,z,1/w);<br />

– bool gl_FrontFacing: reads if the fragment belongs to a front facing primitive.<br />

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