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 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. http://opencontent.org/openpub/.