The GLSL and OpenGL specifications are useless in this regard. The specifics of OpenGL are easier to understand: it gl_FragCoordstores the components X, Y and Z at the position of the vertices of the window. The values ββof X, Y and Z are calculated as described to calculate the position of the window (although the pixel center and the top left start can change the values ββof X and Y). This is described in the Coordinate Transformsspecification section .
The W component gl_FragCoordis (1 / W c), where W c - . gl_Position.w .
W c reverse-transform gl_FragCoord, . , , W c. gl_FragCoord , gl_FragCoord.w.
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