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Re: [Public WebGL] gl_FragDepth and the focus of WebGL

On Tue, Apr 3, 2012 at 12:32 AM, Glenn Maynard <glenn@zewt.org> 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:  http://www.khronos.org/registry/gles/extensions/EXT/EXT_frag_depth.txt

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)