[Public WebGL] gl_FragDepth and the focus of WebGL

Florian Bösch [email protected]
Tue Apr 3 01:13:03 PDT 2012

On Tue, Apr 3, 2012 at 12:32 AM, Glenn Maynard <[email protected]> wrote:

> The only thing making WebGL implementable and speccable, without an order
> of magnitude more development work, is that it leans on an already existing
> spec for the really hard stuff.
Fortunately for gl_FragDepth there is an OpenGL ES extension:

It is supported by:
- 2 mobile devices: Marvell Armada 1000 88DE3010 Berlin and Marvell ARMADA
1500 Berlin
- 100% of desktops (first mention in the shader object around 2002,
supported onwards from GLSL version 1.10)
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