In standard multisample rendering, an implementation is allowed to assign the same sets of fragment shader input values to each sample. This can cause aliasing where the fragment shader input values are used to generate a result that doesn't antialias itself, for example with alpha-tested transparency.
This extension adds the ability to explicitly request that an implementation use a minimum number of unique set of fragment computation inputs when multisampling a pixel. Specifying such a requirement can reduce aliasing that results from evaluating the fragment computations too few times per pixel.
This extension adds new global state that controls the minimum number of samples for which attribute data is independently interpolated. When enabled, all fragment-shading operations are executed independently on each sample.
Requires GLES 3..
| Modifier and Type | Field and Description |
|---|---|
| public static final int | GL_MIN_SAMPLE_SHADING_VALUE_OES
Accepted by the |
| public static final int | GL_SAMPLE_SHADING_OES
Accepted by the |
| Access | Constructor and Description |
|---|---|
| protected |
| Modifier and Type | Method and Description |
|---|---|
| public static native void |
| GL_MIN_SAMPLE_SHADING_VALUE_OES | back to summary |
|---|---|
| public static final int GL_MIN_SAMPLE_SHADING_VALUE_OES Accepted by the | |
| GL_SAMPLE_SHADING_OES | back to summary |
|---|---|
| public static final int GL_SAMPLE_SHADING_OES Accepted by the | |
| OESSampleShading | back to summary |
|---|---|
| protected OESSampleShading() | |
| glMinSampleShadingOES | back to summary |
|---|---|
| public static native void glMinSampleShadingOES(float value) | |