- 4.4: If gl_FragCoord is redeclared in any fragment shader in a program, it must be redeclared in all the fragment shaders in that program that have a static use gl_FragCoord
- 4.4: An interface contains two different blocks, each with no instance name, where the blocks contain a member with the same name.
- add gl_ClipDistance[] to both vertex and fragment shaders
- only statically used built-ins have to be redeclared as flat
- Deprecated gl_ClipVertex
- deprecate almost all built-in state
- ftransform() is deprecated
- Deprecated built-in vertex inputs (attributes) and some outputs (varyings).
GLSL 1.4 (Non-ES)
- track as removed in this release, but present in others:
- Use of gl_ClipVertex. Use gl_ClipDistance instead.
- Built-in vertex shader inputs.
- Built-in uniforms except for depth range parameters
- Built-in interface between vertex and fragment: gl_TexCoord, gl_FogFragCoord, and all the color values.
- Built-in two-sided coloring.
- Fixed functionality for a programmable stage. Supply shaders for all stages currently being used.
- ftransform(). Use invariant outputs instead.
GLSL 1.5 (Non-ES)
- Deprecated gl_MaxVaryingComponents
- Add new minimum maximums for gl_MaxVertexOutputComponents, gl_MaxGeometryInputComponents, gl_MaxGeometryOutputComponents, and gl_MaxFragmentInputComponents,
rather than relying on gl_MaxVaryingComponents. Also, corrected gl_MaxVaryingComponents to be 60 instead of 64.
- Added gl_PrimitiveID as an input to fragment shaders.
- Added gl_FragCoord qualifiers origin_upper_left, and pixel_center_integer to modify the values returned by gl_FragCoord (and have no affect on any other aspect of the pipeline or language).
- tessellation control stage and tessellation evaluation stage. Includes barrier() built-in for synchronization.
- Polymorphic functions: Run-time selection of what function gets called, through the new keyword subroutine.
- 64bit floating point numbers with the new type keyword double. Built-in functions extended for doubles, and new function matching rules are added to both allow implicit conversions when calling a function and preserve most existing function matching once doubles are included.
+ More implicit conversions
+ float to double, and similarly for all floating-point vector and matrix types
+ int to uint, and similarly for all integer vector types
+ int to double, and similarly for all vectors of integers and doubles.
+ uint to double, and similarly for all vectors of integers and doubles.
- Cube map array textures and texture functions texture(), textureSize(), textureLod(), and textureGrad().
- Sampler arrays can take a variable index now, as long as it's value is uniform for all uses.
- Per-sample shading. Including sample input mask gl_SampleMaskIn[] and per-sample interpolation, with explicit interpolation built-ins interpolateAtCentroid(), interpolateAtSample(), and interpolateAtOffset().
- New precise qualifier to disallow optimizations that re-order operations or treat different instances of the same operator with different precision.
- Add a fused multiply and add built-in, fma(), in relation to the new precise qualifier. (Because <20>a * b + c<> will require two operations under new rules for precise.)
- Allow implicit conversions of return values to the declared type of the function.
- The const keyword can be used to declare variables within a function body with initializer expressions that are not constant expressions.
+ Qualifiers on variable declarations no longer have to follow a strict order. The layout qualifier can be used multiple times, and multiple parameter qualifiers can be used.
+ Parameter qualifiers can include precision and memory qualifiers.
- Add a new atomic_uint type to support atomic counters. Also, add built-in functions for manipulating atomic counters.
- atomicCounterIncrement, atomicCounterDecrement, and atomicCounter
- Add layout qualifier identifiers binding and offset to bind units to sampler and image variable declarations, atomic counters, and uniform blocks.
- Add built-in functions to pack/unpack 16 bit floating-point numbers (ARB_shading_language_pack2f).
- packHalf2x16 and unpackHalf2x16
- packSnorm2x16and unpackSnorm2x16
- Add gl_FragDepthlayout qualifiers to communicate what kind of changes will be made to gl_FragDepth(GL_AMD_conservative depth).
- Add C-style curly brace initializer lists syntax for initializers. Full initialization of aggregates is required when these are used.
- Allow .length() to be applied to vectors and matrices, returning the number of components or columns.
+ Clarify that .length() returns an int type and can be used as a constant integer expression.
- Allow swizzle operations on scalars.
- Positive signed decimal literals, as well as octal and hexadecimal, can set all 32 bits. This includes setting the sign bit to create a negative value.
- Make GLSL consistent with the API regarding user clipping, by no longer referring to gl_Positionwhen gl_ClipVertex is not written. Rather, user clipping becomes undefined.
- Clarified that a comma sequence-operator expression cannot be a constant expression. E.g., <20>(2,3)<29> is not allowed, semantically, as a valid constant expression 3, even though it is an expression that will evaluate to 3.
- Use vec2 instead of vec3 for coordinate in textureGather*(sampler2DRect,...).
- Clarify that textureGatherOffset() can take non-constants for the offsets.