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 |
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 |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
✔ |
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