https://github.com/mattdesl/lwjgl-basics/wiki/GLSL-Versions
GLSL Versions
OpenGL Version
GLSL Version
2.0
110
2.1
120
3.0
130
3.1
140
3.2
150
3.3
330
4.0
400
4.1
410
4.2
420
4.3
430
GLSL ES Versions (Android, iOS, WebGL)
OpenGL ES has its own Shading Language, and the versioning starts fresh. It is based on OpenGL Shading Language version 1.10.
OpenGL ES Version GLSL ES Version 2.0 100 3.0 300
So, for example, if a feature is available in GLSL 120, it probably won't be available in GLSL ES 100 unless the ES compiler specifically allows it.
Differences at a Glance
Version 100
Vertex shader:
uniform mat4 projTrans;
attribute vec2 Position;
attribute vec2 TexCoord;
varying vec2 vTexCoord;
void main() {
vTexCoord = TexCoord;
gl_Position = u_projView * vec4(Position, 0.0, 1.0);
}
Fragment shader:
uniform sampler2D tex0;
varying vec2 vTexCoord;
void main() {
vec4 color = texture2D(tex0, vTexCoord);
gl_FragColor = color;
}
Version 330
As of GLSL 130+, in and out are used instead of attribute and varying. GLSL 330+ includes other features like layout qualifiers and changes texture2D to texture.
Vertex shader:
#version 330
uniform mat4 projTrans;
layout(location = 0) in vec2 Position;
layout(location = 1) in vec2 TexCoord;
out vec2 vTexCoord;
void main() {
vTexCoord = TexCoord;
gl_Position = u_projView * vec4(Position, 0, 1);
}
Fragment shader:
#version 330
uniform sampler2D tex0;
in vec2 vTexCoord;
//use your own output instead of gl_FragColor
out vec4 fragColor;
void main() {
//'texture' instead of 'texture2D'
fragColor = texture(tex0, vTexCoord);
}
Other Significant Changes
GLSL 120 Additions
- You can initialize arrays within a shader, like so:
However, the above is not supported on Mac OSX Snow Leopard, even with GLSL 120. (1)
float a[5] = float[5](3.4, 4.2, 5.0, 5.2, 1.1); float b[5] = float[](3.4, 4.2, 5.0, 5.2, 1.1);
- You can initialize uniforms in a shader, and the value will be set at link time:
uniform float val = 1.0;
- You can use built-ins like
sin()when setting aconstvalue - Integers are implicitly converted to floats when necessary, for example:
float f = 1.0; <-- valid float g = 1; <-- only supported in GLSL 120 vec2 v = vec2(1, 2.0); <-- only supported in GLSL 120
- You can use
fto define a float:float f = 2.5f;
GLSL 130 Additions
intanduintsupport (and bitwise operations with them)switchstatement support- New built-ins:
trunc(),round(),roundEven(),isnan(),isinf(),modf() - Fragment output can be user-defined
- Input and output is declared with
inandoutsyntax instead ofattributeandvarying
GLSL 150 Additions
texture()should now be used instead oftexture2D()
GLSL 330 Additions
- Layout qualifiers can declare the location of vertex shader inputs and fragment shader outputs, eg:
Formally this was only possible with
layout(location = 2) in vec3 values[4];
ARB_explicit_attrib_locationextension
本文介绍了 OpenGL Shading Language (GLSL) 的不同版本及其语法变化,包括从 GLSL 120 到 330 的关键新增功能,并对比了 OpenGL 与 OpenGLES 在版本和功能上的差异。

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