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 |  \/  |   \ \ / / |  __ \    (_)          | |        / ____| |        | | |
 | \  / |_ __\ V /  | |__) | __ ___   ____ _| |_ ___  | (___ | |__   ___| | |
 | |\/| | '__|> <   |  ___/ '__| \ \ / / _` | __/ _ \  \___ \| '_ \ / _ \ | |
 | |  | | |_ / . \  | |   | |  | |\ V / (_| | ||  __/  ____) | | | |  __/ | |
 |_|  |_|_(_)_/ \_\ |_|   |_|  |_| \_/ \__,_|\__\___| |_____/|_| |_|\___V 2.1
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'''OpenGL extension AMD.vertex_shader_layer

This module customises the behaviour of the 
OpenGL.raw.GL.AMD.vertex_shader_layer to provide a more 
Python-friendly API

Overview (from the spec)
	
	The gl_Layer built-in shading language variable was introduced with the
	ARB_geometry_shader extension and subsequently promoted to core OpenGL
	in version 3.2. This variable is an output from the geometry shader stage
	that allows rendering to be directed to a specific layer of an array
	texture, slice of a 3D texture or face of a cube map or cube map array
	attachment of the framebuffer. Thus, this extremely useful functionality is
	only available if a geometry shader is present - even if the geometry shader
	is not otherwise required by the application. This adds overhead to the
	graphics processing pipeline, and complexity to applications. It also
	precludes implementations that cannot support geometry shaders from
	supporting rendering to layered framebuffer attachments.
	
	This extension exposes the gl_Layer built-in variable in the vertex shader,
	allowing rendering to be directed to layered framebuffer attachments with
	only a vertex and fragment shader present. Combined with features such
	as instancing, or static vertex attributes and so on, this allows a wide
	variety of techniques to be implemented without the requirement for a
	geometry shader to be present.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/AMD/vertex_shader_layer.txt
'''
from OpenGL import platform, constant, arrays
from OpenGL import extensions, wrapper
import ctypes
from OpenGL.raw.GL import _types, _glgets
from OpenGL.raw.GL.AMD.vertex_shader_layer import *
from OpenGL.raw.GL.AMD.vertex_shader_layer import _EXTENSION_NAME

def glInitVertexShaderLayerAMD():
    '''Return boolean indicating whether this extension is available'''
    from OpenGL import extensions
    return extensions.hasGLExtension( _EXTENSION_NAME )


### END AUTOGENERATED SECTION

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Name Type Size Permission Actions
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__init__.py File 0 B 0644
blend_minmax_factor.py File 1.47 KB 0644
conservative_depth.py File 1.53 KB 0644
debug_output.py File 4 KB 0644
depth_clamp_separate.py File 1.22 KB 0644
draw_buffers_blend.py File 1.23 KB 0644
framebuffer_multisample_advanced.py File 1.87 KB 0644
framebuffer_sample_positions.py File 1.91 KB 0644
gcn_shader.py File 1.08 KB 0644
gpu_shader_half_float.py File 1.73 KB 0644
gpu_shader_int16.py File 1.43 KB 0644
gpu_shader_int64.py File 4.65 KB 0644
interleaved_elements.py File 2.66 KB 0644
multi_draw_indirect.py File 1.9 KB 0644
name_gen_delete.py File 1.86 KB 0644
occlusion_query_event.py File 1.68 KB 0644
performance_monitor.py File 2.98 KB 0644
pinned_memory.py File 1.25 KB 0644
query_buffer_object.py File 2.18 KB 0644
sample_positions.py File 1.37 KB 0644
seamless_cubemap_per_texture.py File 2.18 KB 0644
shader_atomic_counter_ops.py File 1.34 KB 0644
shader_ballot.py File 1.06 KB 0644
shader_explicit_vertex_parameter.py File 1.33 KB 0644
shader_gpu_shader_half_float_fetch.py File 872 B 0644
shader_image_load_store_lod.py File 1021 B 0644
shader_stencil_export.py File 1.47 KB 0644
shader_trinary_minmax.py File 1.3 KB 0644
sparse_texture.py File 1.8 KB 0644
stencil_operation_extended.py File 1.71 KB 0644
texture_gather_bias_lod.py File 1.03 KB 0644
texture_texture4.py File 1.32 KB 0644
transform_feedback3_lines_triangles.py File 1.29 KB 0644
transform_feedback4.py File 2.33 KB 0644
vertex_shader_layer.py File 1.96 KB 0644
vertex_shader_tessellator.py File 2.56 KB 0644
vertex_shader_viewport_index.py File 1.53 KB 0644
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