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|
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