The fragment shader is the OpenGL pipeline stage after a primitive is rasterized. For each sample of the pixels covered by a primitive, a "fragment" is generated. Each fragment has a Window Space position, a few other values, and it contains all of the interpolated per-vertex output values from the last Vertex Processing stage.

The output of a fragment shader is a depth value, a possible stencil value (unmodified by the fragment shader), and zero or more color values to be potentially written to the buffers in the current framebuffers.


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Fragment shaders are technically an optional shader stage. If no fragment shader is used, then the color values of the output Fragment have undefined values. However, the depth and stencil values for the output fragment have the same values as the inputs.

This is useful for doing rendering where the only useful output is the fragment's depth, and you want to use the depth computed by the system, rather than some other depth. Such depth-only rendering is used for shadow mapping operations as well as depth pre-pass optimizations.

Unlike every other shader stage, fragment shaders have implicit derivatives generated. As such, they can use the majority of the texturing functions. You still need to watch out for non-uniform flow control.

Fragment shaders also have access to the discard command. When executed, this command causes the fragment's output values to be discarded. Thus, the fragment does not proceed on to the next pipeline stages, and any fragment shader outputs are lost. Though execution of the fragment shader is technically stopped by discard, on actual systems, it may continue. Such systems are required to prevent image store, Atomic Counter, and Shader Storage Buffer Object writes issued after the discard from working (such operations performed before the discard work as expected).

Normally, most of the Per-Sample Processing steps happen after the fragment shader. However, with OpenGL 4.2 or ARB_shader_image_load_store, the shader can enforce Early Fragment Testing, which ensures that the conditional per-sample tests that discard fragments happen before the fragment shader executes. To do this, the following syntax is used in the shader:

The user-defined inputs received by this fragment shader will be interpolated according to the interpolation qualifiers declared on the input variables declared by this fragment shader. The fragment shader's input variables must be declared in accord with the interface matching rules between shader stages. Specifically, between this stage and the last Vertex Processing shader stage in the program or pipeline object.

User-defined output variables in the fragment shader can only be the following GLSL types: floats, integers, vectors of the same. They can also be arrays of one of these types, including arrays of arrays (though you are strongly encouraged to avoid this). User-defined output variables can also not be aggregated into interface blocks.

User-defined outputs from a fragment shader represent a series of "colors". These color values are directed into specific buffers based on the glDrawBuffers state. These are called "fragment colors", though you can treat them like any arbitrary data. Any fragment color values not written by the FS will have undefined values; such undefined values can still be routed to a buffer via `glDrawBuffers`.

The mapping between fragment colors and actual buffers within a Framebuffer is defined by glDrawBuffers, which is part of the framebuffer's state. For example, if we set our draw buffers up like this:

diffuseColor uses fragment color 0. The 0th index of the array passed to glDrawBuffers contains GL_COLOR_ATTACHMENT4. Therefore, the value written to diffuseColor will go to the buffer bound to the GL_COLOR_ATTACHMENT4 slot. Here's a table of the outputs and the associated buffers:

This is achieved by assigning another parameter to fragment output variables: an index. All outputs have an index in addition to a fragment color number. If any of the outputs is assigned a non-zero index, then the fragment shader uses dual-source blending.

When a fragment shader provides dual-source output, it reduces the number of buffers it can write to. The new maximum fragment color output is GL_MAX_DUAL_SOURCE_DRAW_BUFFERS, which is 1 on every piece of hardware that supports this feature. In short: if you want dual-source blending, you can only write to one buffer from the fragment shader.

In computer hypertext, a URI fragment is a string of characters that refers to a resource that is subordinate to another, primary resource. The primary resource is identified by a Uniform Resource Identifier (URI), and the fragment identifier points to the subordinate resource.

The fragment identifier introduced by a hash mark # is the optional last part of a URL for a document. It is typically used to identify a portion of that document. The generic syntax is specified in RFC 3986.[1] The hash mark separator in URIs is not part of the fragment identifier.

A URI ending with # is permitted by the generic syntax and is a kind of empty fragment. In MIME document types such as text/html or any XML type, empty identifiers to match this syntactically legal construct are not permitted. Web browsers typically display the top of the document for an empty fragment.

The fragment identifier functions differently to the rest of the URI: its processing is exclusively client-sided with no participation from the web server, though the server typically helps to determine the MIME type, and the MIME type determines the processing of fragments. When an agent (such as a web browser) requests a web resource from a web server, the agent sends the URI to the server, but does not send the fragment. Instead, the agent waits for the server to send the resource, and then the agent processes the resource according to the document type and fragment value.[3]

Several proposals have been made for fragment identifiers for use with plain text documents (which cannot store anchor metadata), or to refer to locations within HTML documents in which the author has not used anchor tags:

In an assumption its published, I have proceeded to create the "Content Fragment" under Assets>Files>Create -> Content Fragment. But I could see only "Simple Fragment" listed. I could not see the above Content Fragment Model in the list. This gives me a doubt that content fragment model is not published. Please clarify(Question 2)

I have used Content Reference in a content fragment. Basically, my need is to redirect the content fragment to the link inserted in the content reference field whenever it is clicked. But the problem is the redirection is done to the exact link which I insert in the field. For eg: if I save link as, /conten/wknd/en/..., the redirection link will be same. But I want that when the redirection is done, the /content/wknd/en/ should be removed from the link. I did it with js and it's working fine. But I want to try any other method like using link transformer. Is there any other way to do this?

That's why GraphQL includes reusable units called fragments. Fragments let you construct sets of fields, and then include them in queries where you need to. Here's an example of how you could solve the above situation using fragments:

You can see how the above query would be pretty repetitive if the fields were repeated. The concept of fragments is frequently used to split complicated application data requirements into smaller chunks, especially when you need to combine lots of UI components with different fragments into one initial data fetch.

The operation name is a meaningful and explicit name for your operation. It is only required in multi-operation documents, but its use is encouraged because it is very helpful for debugging and server-side logging.When something goes wrong (you see errors either in your network logs, or in the logs of your GraphQL server) it is easier to identify a query in your codebase by name instead of trying to decipher the contents.Think of this just like a function name in your favorite programming language.For example, in JavaScript we can easily work only with anonymous functions, but when we give a function a name, it's easier to track it down, debug our code,and log when it's called. In the same way, GraphQL query and mutation names, along with fragment names, can be a useful debugging tool on the server side to identifydifferent GraphQL requests.

We needed to use a new feature in GraphQL called a directive. A directive can be attached to a field or fragment inclusion, and can affect execution of the query in any way the server desires. The core GraphQL specification includes exactly two directives, which must be supported by any spec-compliant GraphQL server implementation:

To ask for a field on the concrete type, you need to use an inline fragment with a type condition. Because the first fragment is labeled as ... on Droid, the primaryFunction field will only be executed if the Character returned from hero is of the Droid type. Similarly for the height field for the Human type.

I'm trying to use a multi fasta file with ASV sequences as header and sequence to generate a fragment insertion tree using sepp-refs-gg-13-8.qza. First, I import the representative sequences into QIIME 2 as an artifact and then run the qiime fragment-insertion sepp command. The command is working but when I look at the qza tree file on iTOL or when I import the tree as a nwk file into R the tip labels are numbers corresponding to the GG IDs and not the original headers in my fasta file. This is making it challenging to integrate the new tree into an existing phyloseq object. I understand that the new tree may not contain every ASV from the original table, this isn't the problem. The problem is understanding the correspondence between the tip labels on the new tree and the ASVs in the table.

So my issue isn't pruning unwanted tips from the tree, the tutorial provides a nice example of this using qiime fragment-insertion filter-features. My plan was to do this in R by pruning all tips that do not match an ASV sequence in the original table. However, I can't do this because none of the tip labels match any of my ASV sequences and I think this is because the original name of the inserted fragment is not retained in the insertion tree? Is this correct? Even when I run the tutorial commands found here the output tree does not have any of the names from the representative sequence file. I guess there is some backend way that qiime fragment-insertion filter-features gets around this and I could just use this functionality but ultimately I do need a tree that has tip labels that match the original ASV labels. ff782bc1db

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