gl_FragCoord

contains the window-relative coordinates of the current fragment

Signature

gl_FragCoord( )->

Description

Available only in the fragment language,
gl_FragCoord
is an input variable that contains the window relative coordinate (x, y, z, 1/w) values for the fragment. If multi-sampling, this value can be for any location within the pixel, or one of the fragment samples. This value is the result of fixed functionality that interpolates primitives after vertex processing to generate fragments. The z component is the depth value that would be used for the fragment's depth if no shader contained any writes to gl_FragDepth .
gl_FragCoord
may be redeclared with the additional layout qualifier identifiers origin_upper_left or pixel_center_integer . By default,
gl_FragCoord
assumes a lower-left origin for window coordinates and assumes pixel centers are located at half-pixel centers. For example, the (x, y) location (0.5, 0.5) is returned for the lower-left-most pixel in a window. The origin of
gl_FragCoord
may be changed by redeclaring
gl_FragCoord
with the origin_upper_left identifier. The values returned can also be shifted by half a pixel in both x and y by pixel_center_integer so it appears the pixels are centered at whole number pixel offsets. This moves the (x, y) value returned by
gl_FragCoord
of (0.5, 0.5) by default to (0.0, 0.0) with pixel_center_integer .
If
gl_FragCoord
is redeclared in any fragment shader in a program, it must be redeclared in all fragment shaders in that program that have static use of
gl_FragCoord
. Redeclaring
gl_FragCoord
with any accepted qualifier affects only
gl_FragCoord.x
and
gl_FragCoord.y
. It has no affect on rasterization, transformation or any other part of the OpenGL pipeline or language features.

Version Support

gl_FragCoord

See Also

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. .