Difference between revisions of "Portal:OpenGL Shading Language/Data Types"

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m (Bot: Moving links from GLSL Type to Data Type (GLSL).)
m (Bot: Updating section links to use redirects.)
 
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GLSL has a large number of '''Data Types'''. It has scalar boolean, floating point, double-precision float (for GLSL v4.00+), integer, and unsigned integer types. These can be aggregated into vectors and matrices up to 4 dimensions in size.
 
GLSL has a large number of '''Data Types'''. It has scalar boolean, floating point, double-precision float (for GLSL v4.00+), integer, and unsigned integer types. These can be aggregated into vectors and matrices up to 4 dimensions in size.
  
Vectors have a [[Data Type (GLSL)#Swizzling|powerful swizzling mechanism]] that allows one to arbitrarily order their components. This works on both reading and writing, allowing for constructs like, {{code|output.zyx {{=}} input.xxy}}.
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Vectors have a [[Swizzle (GLSL)|powerful swizzling mechanism]] that allows one to arbitrarily order their components. This works on both reading and writing, allowing for constructs like, {{code|output.zyx {{=}} input.xxy}}.
  
 
Variables can be aggregated into arrays and structs more or less arbitrarily (though having arrays that contain arrays requires GLSL v4.30).
 
Variables can be aggregated into arrays and structs more or less arbitrarily (though having arrays that contain arrays requires GLSL v4.30).

Latest revision as of 16:38, 6 May 2015

GLSL has a large number of Data Types. It has scalar boolean, floating point, double-precision float (for GLSL v4.00+), integer, and unsigned integer types. These can be aggregated into vectors and matrices up to 4 dimensions in size.

Vectors have a powerful swizzling mechanism that allows one to arbitrarily order their components. This works on both reading and writing, allowing for constructs like, output.zyx = input.xxy.

Variables can be aggregated into arrays and structs more or less arbitrarily (though having arrays that contain arrays requires GLSL v4.30).