diff options
author | Andreas Boll <[email protected]> | 2012-10-02 15:35:27 +0200 |
---|---|---|
committer | Andreas Boll <[email protected]> | 2012-10-03 08:53:46 +0200 |
commit | d4956699656187297b028017731a10076ad0993e (patch) | |
tree | 6e93906ab44598f88a950aa183ab8308b95130ca | |
parent | 159ca32fec6276fa267746c843f23ce0a6732f1d (diff) |
docs: update shading documentation
Reviewed-by: Brian Paul <[email protected]>
-rw-r--r-- | docs/shading.html | 13 |
1 files changed, 5 insertions, 8 deletions
diff --git a/docs/shading.html b/docs/shading.html index a12487bb86c..19e20b183b6 100644 --- a/docs/shading.html +++ b/docs/shading.html @@ -27,7 +27,7 @@ Contents </p> <ul> <li><a href="#envvars">Environment variables</a> -<li><a href="#glsl120">GLSL 1.20 support</a> +<li><a href="#support">GLSL 1.40 support</a> <li><a href="#unsup">Unsupported Features</a> <li><a href="#notes">Implementation Notes</a> <li><a href="#hints">Programming Hints</a> @@ -64,10 +64,10 @@ Example: export MESA_GLSL=dump,nopt </p> -<h2 id="glsl120">GLSL Version</h2> +<h2 id="support">GLSL Version</h2> <p> -The GLSL compiler currently supports version 1.20 of the shading language. +The GLSL compiler currently supports version 1.40 of the shading language. </p> <p> @@ -75,9 +75,8 @@ Several GLSL extensions are also supported: </p> <ul> <li>GL_ARB_draw_buffers -<li>GL_ARB_texture_rectangle <li>GL_ARB_fragment_coord_conventions -<li>GL_EXT_texture_array +<li>GL_ARB_shader_bit_encoding </ul> @@ -94,7 +93,6 @@ in Mesa: <li>Linking of multiple shaders does not always work. Currently, linking is implemented through shader concatenation and re-compiling. This doesn't always work because of some #pragma and preprocessor issues. -<li>gl_ClipVertex <li>The gl_Color and gl_SecondaryColor varying vars are interpolated without perspective correction </ul> @@ -251,8 +249,7 @@ regressions. <p> The <a href="http://piglit.freedesktop.org/">Piglit</a> project -has many GLSL tests and the -<a href="http://glean.sf.net">Glean</a> glsl1 test tests GLSL features. +has many GLSL tests. </p> <p> |