gl_FragDepth — establishes a depth value for the current fragment
out highp float gl_FragDepth ;
Available only in the fragment language, gl_FragDepth
is an output variable
that is used to establish the depth value for the current fragment. If depth buffering is enabled
and no shader writes to gl_FragDepth
, then the fixed varname value for
depth will be used (this value is contained in the z component of gl_FragCoord)
otherwise, the value written to gl_FragDepth
is used.
If a shader statically assigns to gl_FragDepth
, then the value of the fragment's depth
may be undefined for executions of the shader that don't take that path. That is, if the set of linked fragment
shaders statically contain a write to gl_FragDepth
, then it is responsible for always
writing it.
OpenGL ES Shading Language Version | |||
---|---|---|---|
Variable Name | 1.00 | 3.00 | 3.10 |
gl_FragDepth | - | ✔ | ✔ |
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