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authorAndreas Boll <[email protected]>2012-10-02 15:35:27 +0200
committerAndreas Boll <[email protected]>2012-10-03 08:53:46 +0200
commitd4956699656187297b028017731a10076ad0993e (patch)
tree6e93906ab44598f88a950aa183ab8308b95130ca /docs/shading.html
parent159ca32fec6276fa267746c843f23ce0a6732f1d (diff)
docs: update shading documentation
Reviewed-by: Brian Paul <[email protected]>
Diffstat (limited to 'docs/shading.html')
-rw-r--r--docs/shading.html13
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>