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NAME
gl_ViewportIndex - contains the index of the viewport to be used in viewport transformation and
scissoring
DECLARATION
// In geometry shaders
out int gl_ViewportIndex ;
// In fragment shaders
in int gl_ViewportIndex ;
DESCRIPTION
In the geometry language, gl_ViewportIndex is used to specify the index of the viewport to which the next
primitive emitted from the shader should be drawn. Primitives generated by the geometry shader will
undergo viewport transformation and scissor testing using the viewport transformation and scissor
rectangle selected by the value of gl_ViewportIndex. The viewport index used will come from one of the
vertices in the primitive being shaded. However, which vertex the viewport index comes from is
implementation-defined, and so it is recommended to use the same viewport index for all vertices of a
primitive. If a geometry shader does not assign a value to gl_ViewportIndex, viewport transform and
scissor rectangle zero will be used. If a geometry shader statically assigns a value to gl_ViewportIndex
and there is a path through the shader that does not assign a value to gl_ViewportIndex, the value of
gl_ViewportIndex is undefined for executions of the shader that take that path.
In the fragment language, gl_ViewportIndex will have the same value that was written to the output
variable gl_ViewportIndex in the geometry stage. If the geometry stage does not dynamically assign to
gl_ViewportIndex, the value of gl_ViewportIndex in the fragment shader will be undefined. If the geometry
stage makes no static assignment to gl_ViewportIndex, the fragment stage will read zero. Otherwise, the
fragment stage will read the same value written by the geometry stage, even if that value is out of
range. If a fragment shader contains a static access to gl_ViewportIndex, it will count against the
implementation defined limit for the maximum number of inputs to the fragment stage.
VERSION SUPPORT
┌──────────────────┬───────────────────────────────────────────────────────────────────────────────────┐
│ │ OpenGL Shading Language Version │
├──────────────────┼──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┬──────┤
│ Function │ 1.10 │ 1.20 │ 1.30 │ 1.40 │ 1.50 │ 3.30 │ 4.00 │ 4.10 │ 4.20 │ 4.30 │ 4.40 │ 4.50 │
│ Name │ │ │ │ │ │ │ │ │ │ │ │ │
├──────────────────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┤
│ gl_ViewportIndex │ - │ - │ - │ - │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │ ✔ │
│ (geometry │ │ │ │ │ │ │ │ │ │ │ │ │
│ stage) │ │ │ │ │ │ │ │ │ │ │ │ │
├──────────────────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┼──────┤
│ gl_ViewportIndex │ - │ - │ - │ - │ - │ - │ - │ - │ - │ ✔ │ ✔ │ ✔ │
│ (fragment stage) │ │ │ │ │ │ │ │ │ │ │ │ │
└──────────────────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┴──────┘
SEE ALSO
gl_Layer()
COPYRIGHT
Copyright © 2011-2014 Khronos Group. This material may be distributed subject to the terms and conditions
set forth in the Open Publication License, v 1.0, 8 June 1999. http://opencontent.org/openpub/.
COPYRIGHT
Copyright © 2011-2014 Khronos Group
[FIXME: source] 01/03/2018 GL_VIEWPORTINDEX(3G)