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gl_Layer
gl_Layer is a shader built-in variable that selects which layer of a layered render target to draw into.
Some framebuffers have multiple layers — think slices of a texture array or the faces of a cubemap. By writing to gl_Layer, a shader (often a geometry shader) chooses which layer each primitive is rendered into, enabling techniques like rendering all six cubemap faces in one pass. It is how a single draw can fan out across multiple render-target slices.
See also
- gl_PrimitiveIDgl_PrimitiveID is a shader built-in giving the index number of the primitive currently being processed.
- geometry shaderA geometry shader is a programmable GPU stage that can take a primitive and emit new primitives from it.
- framebufferA framebuffer is the block of memory holding the image being rendered, essentially the picture that becomes the screen.