gl_FragCoord — contains the window-relative coordinates of the current fragment
in vec4 gl_FragCoord ;
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
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
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
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 with any accepted qualifier affects only
gl_FragCoord.y. It has no affect on rasterization, transformation or any other part
of the OpenGL pipline or language features.
|OpenGL Shading Language Version|
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. https://opencontent.org/openpub/.