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. m[blue]http://opencontent.org/openpub/m[].
COPYRIGHT
Copyright © 2011-2014 Khronos Group