gl_FragDepth — establishes a depth value for the current fragment
out 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 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 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 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 © 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. https://opencontent.org/openpub/.