NAME¶
gl_FragDepth - establishes a depth value for the current fragment
DECLARATION¶
out float gl_FragDepth ;.SH "DESCRIPTION"
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 function 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 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.
VERSION SUPPORT¶
|
OpenGL Shading Language Version |
|
|
|
|
|
|
|
|
|
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|
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_FragDepth |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
SEE ALSO¶
gl_FragCoord()
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.
http://opencontent.org/openpub/.
COPYRIGHT¶
Copyright © 2011-2014 Khronos Group