diff options
author | Antonioya <blendergit@gmail.com> | 2018-10-02 11:22:11 +0300 |
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committer | Antonioya <blendergit@gmail.com> | 2018-10-02 11:22:40 +0300 |
commit | 1a9d1317aa143e436b837ccf9b027dbb5f81fde3 (patch) | |
tree | 2a454b031659db904c936e51f6d5dea2aa9177fe /source | |
parent | d2519c2aa1ded2eedd12697c251ce74f20fb92e8 (diff) |
GP: Fix blur FX z-depth error
The z-depth must not be blurred, but use the original value.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl | 15 |
1 files changed, 1 insertions, 14 deletions
diff --git a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl index 3b2a4f6df66..a96eaf05972 100644 --- a/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl +++ b/source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl @@ -26,20 +26,7 @@ void main() /* apply blurring, using a 9-tap filter with predefined gaussian weights */ /* depth */ - float outdepth = 0; - outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0).r * 0.0947416; - outdepth += texelFetch(strokeDepth, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0).r * 0.118318; - outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0).r * 0.0947416; - outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0).r * 0.118318; - - outdepth += texelFetch(strokeDepth, ivec2(uv.x, uv.y), 0).r * 0.147761; - - outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0).r * 0.118318; - outdepth += texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0).r * 0.0947416; - outdepth += texelFetch(strokeDepth, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0).r * 0.118318; - outdepth += texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0).r * 0.0947416; - - gl_FragDepth = outdepth; + gl_FragDepth = texelFetch(strokeDepth, ivec2(uv.x, uv.y), 0).r; /* color */ vec4 outcolor = vec4(0.0); |