if (extensions->ARB_shading_language_420pack)
add_builtin_define(parser, "GL_ARB_shading_language_420pack", 1);
+ if (extensions->ARB_sample_shading)
+ add_builtin_define(parser, "GL_ARB_sample_shading", 1);
+
if (extensions->EXT_shader_integer_mix)
add_builtin_define(parser, "GL_EXT_shader_integer_mix", 1);
EXT(EXT_shader_integer_mix, true, true, EXT_shader_integer_mix),
EXT(ARB_texture_gather, true, false, ARB_texture_gather),
EXT(ARB_shader_atomic_counters, true, false, ARB_shader_atomic_counters),
+ EXT(ARB_sample_shading, true, false, ARB_sample_shading),
};
#undef EXT
bool AMD_vertex_shader_layer_warn;
bool ARB_shading_language_420pack_enable;
bool ARB_shading_language_420pack_warn;
+ bool ARB_sample_shading_enable;
+ bool ARB_sample_shading_warn;
bool EXT_shader_integer_mix_enable;
bool EXT_shader_integer_mix_warn;
bool ARB_shader_atomic_counters_enable;
ctx->Extensions.ARB_explicit_attrib_location = true;
ctx->Extensions.ARB_fragment_coord_conventions = true;
ctx->Extensions.ARB_gpu_shader5 = true;
+ ctx->Extensions.ARB_sample_shading = true;
ctx->Extensions.ARB_shader_bit_encoding = true;
ctx->Extensions.ARB_shader_stencil_export = true;
ctx->Extensions.ARB_shader_texture_lod = true;
{ "GL_ARB_point_sprite", o(ARB_point_sprite), GL, 2003 },
{ "GL_ARB_provoking_vertex", o(EXT_provoking_vertex), GL, 2009 },
{ "GL_ARB_robustness", o(dummy_true), GL, 2010 },
+ { "GL_ARB_sample_shading", o(ARB_sample_shading), GL, 2009 },
{ "GL_ARB_sampler_objects", o(dummy_true), GL, 2009 },
{ "GL_ARB_seamless_cube_map", o(ARB_seamless_cube_map), GL, 2009 },
{ "GL_ARB_shader_atomic_counters", o(ARB_shader_atomic_counters), GL, 2011 },
GLboolean ARB_occlusion_query;
GLboolean ARB_occlusion_query2;
GLboolean ARB_point_sprite;
+ GLboolean ARB_sample_shading;
GLboolean ARB_seamless_cube_map;
GLboolean ARB_shader_atomic_counters;
GLboolean ARB_shader_bit_encoding;