File: gl_FragDepth.xhtml

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<?xml version="1.0" encoding="UTF-8" standalone="no"?>
<!DOCTYPE html><html xmlns="http://www.w3.org/1999/xhtml">
  <head>
    <title>gl_FragDepth - OpenGL 4 Reference Pages</title>
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    <header/>
    <div class="refentry" id="gl_FragDepth">
      <div class="titlepage"/>
      <div class="refnamediv">
        <h2>Name</h2>
        <p>gl_FragDepth — establishes a depth value for the current fragment</p>
      </div>
      <div class="refsynopsisdiv">
        <h2>Declaration</h2>
        <code class="fieldsynopsis"><span class="modifier">out </span><span class="type">float </span><span class="varname">gl_FragDepth </span>;</code>
      </div>
      <div class="refsect1" id="description">
        <h2>Description</h2>
        <p>
            Available only in the fragment language, <code class="varname">gl_FragDepth</code> 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 <code class="varname">gl_FragDepth</code>, then the fixed function value for
            depth will be used (this value is contained in the z component of <a class="citerefentry" href="gl_FragCoord.xhtml"><span class="citerefentry"><span class="refentrytitle">gl_FragCoord</span></span></a>)
            otherwise, the value written to <code class="varname">gl_FragDepth</code> is used.
            If a shader statically assigns to <code class="varname">gl_FragDepth</code>, 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 <code class="varname">gl_FragDepth</code>, then it is responsible for always
            writing it.
        </p>
      </div>
      <div class="refsect1" id="versions">
        <h2>Version Support</h2>
        <div class="informaltable">
          <table style="border-collapse: collapse; border-top: 2px solid ; border-bottom: 2px solid ; border-left: 2px solid ; border-right: 2px solid ; ">
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                <span class="bold"><strong>OpenGL Shading Language Version</strong></span>
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                <span class="bold"><strong>Variable Name</strong></span>
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                <span class="bold"><strong>1.10</strong></span>
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                <th style="text-align: center; border-right: 2px solid ; border-bottom: 2px solid ; ">
                <span class="bold"><strong>1.20</strong></span>
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                <span class="bold"><strong>1.30</strong></span>
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                <span class="bold"><strong>1.40</strong></span>
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                <span class="bold"><strong>1.50</strong></span>
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                <span class="bold"><strong>3.30</strong></span>
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                <span class="bold"><strong>4.00</strong></span>
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                <span class="bold"><strong>4.10</strong></span>
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                <span class="bold"><strong>4.20</strong></span>
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                <span class="bold"><strong>4.30</strong></span>
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                <span class="bold"><strong>4.40</strong></span>
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                <span class="bold"><strong>4.50</strong></span>
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            <tbody>
              <tr>
                <td style="text-align: left; border-right: 2px solid ; ">gl_FragDepth</td>
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              </tr>
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          </table>
        </div>
      </div>
      <div class="refsect1" id="seealso">
        <h2>See Also</h2>
        <p>
            <a class="citerefentry" href="gl_FragCoord.xhtml"><span class="citerefentry"><span class="refentrytitle">gl_FragCoord</span></span></a>
        </p>
      </div>
      <div class="refsect1" id="Copyright">
        <h2>Copyright</h2>
        <p>
            Copyright <span class="trademark"/>© 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.
            <a class="link" href="http://opencontent.org/openpub/" target="_top">http://opencontent.org/openpub/</a>.
        </p>
      </div>
    </div>
    <footer/>
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