*//*--------------------------------------------------------------------*/
struct FragmentShadingContext
{
- FragmentShadingContext (const GenericVec4* varying0, const GenericVec4* varying1, const GenericVec4* varying2, GenericVec4* outputArray, float* fragmentDepths, int primitiveID, int numFragmentOutputs, int numSamples);
+ FragmentShadingContext (const GenericVec4* varying0, const GenericVec4* varying1, const GenericVec4* varying2, GenericVec4* outputArray, float* fragmentDepths, int primitiveID, int numFragmentOutputs, int numSamples, FaceType visibleFace_);
const GenericVec4* varyings[3]; //!< Vertex shader outputs. Pointer will be NULL if there is no such vertex.
GenericVec4* const outputArray; //!< Fragment output array
const int numFragmentOutputs; //!< Fragment output count
const int numSamples; //!< Number of samples
float* fragmentDepths; //!< Fragment packet depths. Pointer will be NULL if there is no depth buffer. Each sample has per-sample depth values
+ FaceType visibleFace; //!< Which face (front or back) is visible
};
// Write output