| 
                  Fragment Shaders
                   In "Modern" OpenGL  | 
            
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                     Prof. David Bernstein
                       | 
            
| Computer Science Department | 
| bernstdh@jmu.edu | 
               
            
         
            
         
         
            
         
         
            
         in vec4 gl_FragCoord:
      in bool gl_frontFacing:
      TRUE if this fragment was generated by the
	  front face of the primitivein vec2 gl_PointCoord:
      
         
            
         glGetUniformLocation() to get a handle/name/IDglUniform____() to initializeuniform type 
                           identifier;
                     
         
            
         layout(location=index) out type 
                           identifier
                        
	  statement (Note: 0 is the default index if the layout()
	  clause is omitted.)void glBindFragDataLocation(GLuint programID, GLuint colorNumber, const char* name);