[Bf-blender-cvs] [1a9d1317aa1] blender2.8: GP: Fix blur FX z-depth error

Antonioya noreply at git.blender.org
Tue Oct 2 10:23:03 CEST 2018


Commit: 1a9d1317aa143e436b837ccf9b027dbb5f81fde3
Author: Antonioya
Date:   Tue Oct 2 10:22:11 2018 +0200
Branches: blender2.8
https://developer.blender.org/rB1a9d1317aa143e436b837ccf9b027dbb5f81fde3

GP: Fix blur FX z-depth error

The z-depth must not be blurred, but use the original value.

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

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 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);



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