glMinSampleShading
Under MSAA, makes the fragment shader run for a share of the samples (1.0 = every sample), smoothing aliasing inside triangles too.
Signature
void glMinSampleShading(GLfloat value);
How it works
Plain MSAA runs the fragment shader once per pixel and copies the result to every covered sample, so only triangle edges get smoother. Aliasing that comes from the shader itself (thin specular highlights, alpha-tested foliage, sharp procedural patterns) stays.
With glEnable(GL_SAMPLE_SHADING) and glMinSampleShading(1.0), the shader runs once per sample: in effect supersampling, with the matching cost (4× MSAA means up to 4× the fragment work). Values between 0 and 1 ask for at least that fraction of the samples.
Parameters
Fraction of samples to shade, 0 to 1 (clamped).
Tips & pitfalls
It does nothing unless GL_SAMPLE_SHADING is enabled and the framebuffer is multisampled.
A shader that reads gl_SampleID or uses the sample qualifier is run per sample automatically.
Example
1glEnable(GL_MULTISAMPLE);
2glEnable(GL_SAMPLE_SHADING);
3glMinSampleShading(1.0); // shade every sample