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Home/ Questions/Q 6627801
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Editorial Team
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Editorial Team
Asked: May 25, 20262026-05-25T22:03:24+00:00 2026-05-25T22:03:24+00:00

This might be a simple question. As a newbie on GLSL, I would rather

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This might be a simple question. As a newbie on GLSL, I would rather ask here.
Now, in the vertex shader, I can get the position in world coordinate system in the following way:

    gl_Position = ftransform();
    posWorld = gl_ModelViewMatrix * gl_Vertex;

The question is: now can I can the max/min value of the posWorld among all the vertices? So that I can get a range of the vertex depth, but not the range of depth buffer.

If this is not possible, how can I get the z value of near/far plane in world coordinate system?

with best regards,

Jian

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  1. Editorial Team
    Editorial Team
    2026-05-25T22:03:24+00:00Added an answer on May 25, 2026 at 10:03 pm

    Yes it is possible with OpenGL. I’m doing a similar technique for calculating object’s bounding box on GPU. Here are the steps:

    1. Arrange a render-buffer of size 1×1 type RGBA_32F in its own FBO. Set as a render target (no depth/stencil, just a single color plane). It can be a pixel of a bigger texture, in which case you’ll need to setup the viewport correctly.
    2. Clear with basic value. For ‘min’ it will be some huge number, for ‘max’ it’s negative huge.
    3. Set up the blending function ‘min’ or ‘max’ correspondingly with coefficients (1,1).
    4. Draw your mesh with a shader that produces a point with (0,0,0,1) coordinate. Output the color containing your original vertex world position.

    You can go further optimizing from here. For example, you can get both ‘min’ and ‘max’ in one draw call by utilizing the geometry shader and negating the position for one of the output pixels.

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