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Home/ Questions/Q 8318549
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Editorial Team
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Editorial Team
Asked: June 8, 20262026-06-08T22:00:47+00:00 2026-06-08T22:00:47+00:00

I have a OpenGL shader which uses gl_TexCoord like the following does. But in

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I have a OpenGL shader which uses gl_TexCoord like the following does. But in OpenGL ES, gl_TexCoord is not supported. I wonder what can I do to refactor the code to get it work on OpenGL ES.

void main() 
{
    //scene depth calculation
    float depth = linearize(texture2D(inputImageTexture2,gl_TexCoord[0].xy).x);
    if (depthblur)
    {
        depth = linearize(bdepth(gl_TexCoord[0].xy));
    }

    ...
}
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  1. Editorial Team
    Editorial Team
    2026-06-08T22:00:49+00:00Added an answer on June 8, 2026 at 10:00 pm

    There isn’t one. You do it manually with a user-defined varying passed from your vertex shader. That’s all it ever was anyway; a per-vertex output that your fragment shader took.

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