Coming from an OpenGL 1.5 + Nvidia Cg environment there are some noticable differences when migrating over to OpenGL ES 2.0. This post is like a cheat sheet for myself and others to use as a quick reference to look up some major keypoints of the Opengl ES Shading Language.
Precision & range of variables
The OpenGL ES Shading Language, used in e.g. IPhone OpenGL ES 2.0, lets you decide upon the range and precision used to represent integer or floating point variables.
Precision qualifiers:
- highp (e.g. highp mat4 myMatrix)
- mediump (e.g. varying mediump vec2 myTexCoord)
- lowp (e.g. lowp float myColor)
Minimum ranges and precision
Bits | FP Range | FP Precision | Int Range | |
highp | 16 | (-262, 262) | Relative 2-16 | (-216, 216) |
mediump | 10 | (-214, 214) | Relative 2-10 | (-210, 210) |
lowp | 8 | (-2, 2) | Absolute 2-8 | (-28, 28) |
default vertex shader precisions
- precision highp float
- precision highp int
- precision lowp sampler2D
- precision lowp samplerCube
default FRAGMENT shader precisions
- precision mediump int
- precision lowp sampler2D
- precision lowp samplerCube
Notice the fragment shader is missing a default precision for float. This means you must include precision qualifier for floats.
Built-in Variables
Vertex shader
Type | Precision | |
gl_Position | vec4 | highp |
gl_PointSize | float | mediump |
Fragment shader
Type | Precision | |
gl_FragCoord | vec4 | mediump |
gl_FrontFacing | bool | |
gl_FragColor | vec4 | mediump |
gl_FragData[gl_MaxDrawBuffers] | vec4 | mediump |
gl_PointCoord | vec2 | mediump |
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