For example, in snap_to_sphere.tes, we have a variable gl_Position. Some searching has shown this to be used in tesselation evaluation shaders across the board, but I don't really know what it is, what it does or how it should be used. The best description I've found is "the clip-space output position of the current vertex." but I'm not sure what is meant by clip-space, or how our shader-pipeline app actually utilizes the gl_Position to render anything.
Clip space is just the projection space. The name is a bit confusing, but it's mainly saying that OpenGL will handle clipping for you if you give it homogeneous coordinates.
Hi,
For example, in snap_to_sphere.tes, we have a variable
gl_Position
. Some searching has shown this to be used in tesselation evaluation shaders across the board, but I don't really know what it is, what it does or how it should be used. The best description I've found is "the clip-space output position of the current vertex." but I'm not sure what is meant by clip-space, or how our shader-pipeline app actually utilizes thegl_Position
to render anything.Thanks!