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 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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