Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
path: root/source
diff options
context:
space:
mode:
authorAntonioya <blendergit@gmail.com>2018-10-02 12:09:17 +0300
committerAntonioya <blendergit@gmail.com>2018-10-02 12:09:44 +0300
commitdc689fe407ace5122a59d48726695aa8aa74a142 (patch)
tree4a3364f9eb3435eb1efffd98782da30732fa41f3 /source
parentc03ceb0f61614148cc935aac251bb5b0476caa67 (diff)
GP: Redo blur z-depth fix
The problem with previous fix was that only the original pixels were blurred, but the surrounding pixels no.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl17
1 files changed, 15 insertions, 2 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 a96eaf05972..c2bf1dbc1a7 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
@@ -25,8 +25,21 @@ void main()
float dy = (ProjectionMatrix[3][3] == 0.0) ? (noffset[1] / (nloc.z * defaultpixsize)) : (noffset[1] / defaultpixsize);
/* apply blurring, using a 9-tap filter with predefined gaussian weights */
- /* depth */
- gl_FragDepth = texelFetch(strokeDepth, ivec2(uv.x, uv.y), 0).r;
+ /* depth (get the minimum value of the surrounding pixels) */
+ float outdepth = 0;
+ outdepth = texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy), 0).r;
+ outdepth = min(outdepth, texelFetch(strokeDepth, ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy), 0).r);
+ outdepth = min(outdepth, texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy), 0).r);
+ outdepth = min(outdepth, texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy), 0).r);
+
+ outdepth = min(outdepth, texelFetch(strokeDepth, ivec2(uv.x, uv.y), 0).r);
+
+ outdepth = min(outdepth, texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy), 0).r);
+ outdepth = min(outdepth, texelFetch(strokeDepth, ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy), 0).r);
+ outdepth = min(outdepth, texelFetch(strokeDepth, ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy), 0).r);
+ outdepth = min(outdepth, texelFetch(strokeDepth, ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy), 0).r);
+
+ gl_FragDepth = outdepth;
/* color */
vec4 outcolor = vec4(0.0);