Light | Dark



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.

Version Support

OpenGL ES Shading Language Version
Variable Name 1.00 3.00 3.10
gl_FragDepth -

See Also


Think you can improve this page? Edit this page on GitHub.