Signature
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
gl_FragDepth |
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.
http://opencontent.org/openpub/
.