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# docs.GL

GLSL 4

# gl_InvocationID

## Name

gl_InvocationID — contains the invocation index of the current shader

## Declaration

`in int gl_InvocationID ;`

## Description

In the tessellation control language, `gl_InvocationID` contains the index of the output patch vertex assigned to the shader invocation. It is assigned an integer value in the range [0, N-1] where N is the number of output patch vertices.

In the geometry language, `gl_InvocationID` identifies the invocation number assigned to the geometry shader invocation. It is assigned an integer value in the range [0, N-1] where N is the number of geometry shader invocations per primitive.

## Version Support

| OpenGL Shading Language Version
--- | ---
Variable Name | 1.10 | 1.20 | 1.30 | 1.40 | 1.50 | 3.30 | 4.00 | 4.10 | 4.20 | 4.30 | 4.40 | 4.50
gl_InvocationID | - | - | - | - | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔ | ✔

[1] Versions 1.50 to 3.30 - geometry shaders only.

## See Also

gl_InstanceID

## 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. https://opencontent.org/openpub/.

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