This procedural texture recipe will make use of fragment coordinates to demonstrate a circular pattern using
gl_FragCoord is a keyword available in the fragment shader that is responsible to store the window position of the current fragment in x and y coordinates; the z coordinate stores the depth of the fragment in the range
These coordinates are always relative to the OpenGL ES surface window; the
gl_FragCoords is a result of a fixed functionality in which primitive are interpolated after the vertex processing stage to generate fragments. By default, the
gl_FragCoord assumes the lower-left corner of the OpenGL ES rendering surface window as the origin. The following ...