[Bf-blender-cvs] [9f7f310e256] greasepencil-object: Fix z-depth problems in wave modifier

Antonio Vazquez noreply at git.blender.org
Tue Aug 8 11:19:22 CEST 2017


Commit: 9f7f310e256a0f88ec14636efa5402d8a5021b43
Author: Antonio Vazquez
Date:   Mon Aug 7 13:14:51 2017 +0200
Branches: greasepencil-object
https://developer.blender.org/rB9f7f310e256a0f88ec14636efa5402d8a5021b43

Fix z-depth problems in wave modifier

===================================================================

M	source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl

===================================================================

diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl b/source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl
index 635bb027ca2..882b2cf59f1 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl
@@ -19,20 +19,22 @@ void main()
 {
 	vec4 outcolor;
 	ivec2 uv = ivec2(gl_FragCoord.xy);
-	float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
-	gl_FragDepth = stroke_depth;
+	float stroke_depth;
 
 	float value;
 	if (orientation == HORIZONTAL) {
 		float pval = (uv.x * M_PI) / wsize[0];
 		value = amplitude * sin((period * pval) + phase);
 		outcolor = texelFetch(strokeColor, ivec2(uv.x, uv.y + value), 0);
+		stroke_depth = texelFetch(strokeDepth, ivec2(uv.x, uv.y + value), 0).r;
 	}
 	else {
 		float pval = (uv.y * M_PI) / wsize[1];
 		value = amplitude * sin((period * pval) + phase);
 		outcolor = texelFetch(strokeColor, ivec2(uv.x + value, uv.y), 0);
+		stroke_depth = texelFetch(strokeDepth, ivec2(uv.x + value, uv.y), 0).r;
 	}
 
 	FragColor = outcolor;
+	gl_FragDepth = stroke_depth;
 }




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