GP: Fix blur FX z-depth error

The z-depth must not be blurred, but use the original value.
This commit is contained in:
Antonio Vazquez 2018-10-02 10:22:11 +02:00
parent d2519c2aa1
commit 1a9d1317aa
1 changed files with 1 additions and 14 deletions

View File

@ -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);