opengl - GLSL vertex shader gl_Position value -
i'm creating game uses orthogonal view(2d). i'm trying understand value of gl_position
in vertex shader.
from understand x
, y
coordinates translate screen position in range of -1 1, i'm quite confused role of z
, w
, know w
value should set 1.0
for moment use gl_position.xyw = vec3(position, 1.0);
, position
2d vertex position
i use opengl 3.2.
remember opengl must work 3d , it's easier expose 3d details create new interface 2d.
the z component set depth of vertex, points outside -1,1 (after perspective divide) not drawn , values between -1,1 checked against depth buffer see if fragment behind drawn triangle , not draw if should hidden.
the w component perspective divide , allowing gpu interpolate values in perspective correct way. otherwise textures looks weird.
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