[Bf-blender-cvs] [0d7fe55d0e7] blender2.8: GP: Improve z-depth for Blur FX
Antonioya
noreply at git.blender.org
Tue Dec 18 22:56:50 CET 2018
Commit: 0d7fe55d0e76abd3c3bdac4af224ee7393b1cdb7
Author: Antonioya
Date: Tue Dec 18 22:54:53 2018 +0100
Branches: blender2.8
https://developer.blender.org/rB0d7fe55d0e76abd3c3bdac4af224ee7393b1cdb7
GP: Improve z-depth for Blur FX
Instead to get an average value, use the lower value.
Still some issues when render.
===================================================================
M source/blender/draw/engines/gpencil/shaders/fx/gpencil_fx_blur_frag.glsl
===================================================================
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 e59cbef3e5d..cd348a477a1 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
@@ -45,20 +45,16 @@ void main()
/* apply blurring, using a 9-tap filter with predefined gaussian weights */
/* depth (get the value of the surrounding pixels) */
- float outdepth = 0.0;
-
- outdepth += get_zdepth(ivec2(uv.x - 1.0 * dx, uv.y + 1.0 * dy)) * 0.0947416;
- outdepth += get_zdepth(ivec2(uv.x - 0.0 * dx, uv.y + 1.0 * dy)) * 0.118318;
- outdepth += get_zdepth(ivec2(uv.x + 1.0 * dx, uv.y + 1.0 * dy)) * 0.0947416;
- outdepth += get_zdepth(ivec2(uv.x - 1.0 * dx, uv.y + 0.0 * dy)) * 0.118318;
-
- outdepth += get_zdepth(ivec2(uv.x, uv.y)) * 0.147761;
-
- outdepth += get_zdepth(ivec2(uv.x + 1.0 * dx, uv.y + 0.0 * dy)) * 0.118318;
- outdepth += get_zdepth(ivec2(uv.x - 1.0 * dx, uv.y - 1.0 * dy)) * 0.0947416;
- outdepth += get_zdepth(ivec2(uv.x + 0.0 * dx, uv.y - 1.0 * dy)) * 0.118318;
- outdepth += get_zdepth(ivec2(uv.x + 1.0 * dx, uv.y - 1.0 * dy)) * 0.0947416;
-
+ float outdepth = get_zdepth(ivec2(uv.x, uv.y));
+ for (int x = -1; x < 2; x++) {
+ for (int y = -1; y < 2; y++) {
+ float depth = get_zdepth(ivec2(uv.x + x * dx, uv.y + y * dy));
+ if (depth < outdepth) {
+ outdepth = depth;
+ break;
+ }
+ }
+ }
gl_FragDepth = outdepth;
/* color */
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