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# docs.GL

GLSL 4
GLSL ES 3

# gl_FragDepth

## Name

gl_FragDepth — establishes a depth value for the current fragment

## Declaration

`out highp float gl_FragDepth ;`

## 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 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

gl_FragCoord

## 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. https://opencontent.org/openpub/.

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