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OpenGL 4 Shading Language Cookbook - Third Edition

You're reading from  OpenGL 4 Shading Language Cookbook - Third Edition

Product type Book
Published in Sep 2018
Publisher Packt
ISBN-13 9781789342253
Pages 472 pages
Edition 3rd Edition
Languages
Author (1):
David Wolff David Wolff
Profile icon David Wolff
Toc

Table of Contents (17) Chapters close

Title Page
Packt Upsell
Contributors
Preface
1. Getting Started with GLSL 2. Working with GLSL Programs 3. The Basics of GLSL Shaders 4. Lighting and Shading 5. Using Textures 6. Image Processing and Screen Space Techniques 7. Using Geometry and Tessellation Shaders 8. Shadows 9. Using Noise in Shaders 10. Particle Systems and Animation 11. Using Compute Shaders 1. Other Books You May Enjoy Index

Configuring the depth test


GLSL 4 provides the ability to configure how the depth test is performed. This gives us additional control over how and when fragments are tested against the depth buffer.

Many OpenGL implementations automatically provide an optimization known as the early depth test or early fragment test. With this optimization, the depth test is performed before the fragment shader is executed. Since fragments that fail the depth test will not appear on the screen (or the framebuffer), there is no point in executing the fragment shader at all for those fragments and we can save some time by avoiding the execution.

 

 

The OpenGL specification, however, states that the depth test must appear to be performed after the fragment shader. This means that if an implementation wishes to use the early depth test optimization, it must be careful. The implementation must make sure that if anything within the fragment shader might change the results of the depth test, then it should avoid using...

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