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<?xml version="1.0" encoding="UTF-8"?>
<draft href="EXT_frag_depth">
<contact> <a href="">WebGL
working group</a> (public_webgl 'at' </contact>
<contributor>Florian Boesch (pyalot 'at'</contributor>
<contributor>Members of the WebGL working group</contributor>
<api version="1.0"/>
<mirrors href=""
Adds the ability to set the depth value of a fragment from
within the fragment shader with the built-in output variable gl_FragDepthEXT.
<glsl extname="GL_EXT_frag_depth">
<stage type="fragment"/>
<output name="gl_FragDepthEXT" type="float" />
<idl xml:space="preserve">
interface EXT_frag_depth {
<samplecode xml:space="preserve">
void main(){
gl_FragColor = vec4(1.0, 0.0, 1.0, 1.0);
gl_FragDepthEXT = 0.5;
<revision date="2012/11/22">
<change>Initial revision.</change>
<revision date="2012/12/17">
<change>Moved to draft.</change>
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