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GLMINSAMPLESHADING(3G)		 OpenGL Manual		GLMINSAMPLESHADING(3G)

NAME
       glMinSampleShading - specifies minimum rate at which sample shaing
       takes place

C SPECIFICATION
       void glMinSampleShading(GLfloat value);

PARAMETERS
       value
	   Specifies the rate at which samples are shaded within each covered
	   pixel.

DESCRIPTION
       glMinSampleShading specifies the rate at which samples are shaded
       within a covered pixel. Sample-rate shading is enabled by calling
       glEnable() with the parameter GL_SAMPLE_SHADING. If GL_MULTISAMPLE or
       GL_SAMPLE_SHADING is disabled, sample shading has no effect. Otherwise,
       an implementation must provide at least as many unique color values for
       each covered fragment as specified by value times samples where samples
       is the value of GL_SAMPLES for the current framebuffer. At least 1
       sample for each covered fragment is generated.

       A value of 1.0 indicates that each sample in the framebuffer should be
       indpendently shaded. A value of 0.0 effectively allows the GL to ignore
       sample rate shading. Any value between 0.0 and 1.0 allows the GL to
       shade only a subset of the total samples within each covered fragment.
       Which samples are shaded and the algorithm used to select that subset
       of the fragment's samples is implementation dependent.

NOTES
       The type of the value parameter was changed from GLclampf to GLfloat.
       This change is transparent to user code and is described in detail on
       the removedTypes() page.

ERRORS
       None.

ASSOCIATED GETS
       glGet() with argument GL_MIN_SAMPLE_SHADING.

       glGet() with argument GL_SAMPLES.

SEE ALSO
       removedTypes()

COPYRIGHT
       Copyright © 2011 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/.

AUTHORS
       opengl.org

opengl.org			  03/16/2013		GLMINSAMPLESHADING(3G)
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