'''OpenGL extension ARB.sample_shading

This module customises the behaviour of the 
OpenGL.raw.GL.ARB.sample_shading to provide a more 
Python-friendly API

Overview (from the spec)
	
	In standard multisample rendering, an implementation is allowed to
	assign the same color and texture coordinate values to each sample,
	which then allows the optimization where the shader is only
	evaluated once and then distributed to the samples that have been
	determined to be covered by the primitive currently being
	rasterized. This can cause aliasing where the input color and
	texture coordinates are used to generate a result that doesn't
	antialias itself, for example with alpha-tested transparency.
	
	This extension adds the ability to explicitly request that an
	implementation use a minimum number of unique set of fragment
	computation inputs when multisampling a pixel. Specifying such a
	requirement can reduce aliasing that results from evaluating the
	fragment computations too few times per pixel.
	
	This extension adds new global state that controls the minimum
	number of samples for which attribute data is independently
	interpolated. When enabled, all operations that were traditionally
	executed per-fragment operate independently on each sample.
	
	This also extends the shading language to allow control over the
	sample being processed. This includes built-in fragment input
	variables identifying the sample number and position being processed
	when executing fragment shaders per sample.

The official definition of this extension is available here:
http://www.opengl.org/registry/specs/ARB/sample_shading.txt
'''
from OpenGL import platform, constants, constant, arrays
from OpenGL import extensions, wrapper
from OpenGL.GL import glget
import ctypes
from OpenGL.raw.GL.ARB.sample_shading import *
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