Question

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));
    }

    ...
}
Was it helpful?

Solution

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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