Move on to Stencil on both stages of the BLUR + separate 'blit with depth'.
This works wonders on Nexus 5X ( r=50 quality=HIGHIEST 1,4,8 cubes: 59.3,43.6,41.0 FPS! ) but it somehow fails to clear the DEPTH and STENCIL buffers on Nexus 4....
Move to a new way to detecting depth of postprocessing halos.This switches off stenciling (hopefully temporarily!)
1) bugfix computing Gaussian BLUR kernel (for odd radii, the last offset was incorrectly computed)2) introduce more advanced method of detecting BLUR halo (compute depths in a new way)
Merging blurred surfaces mostly ok now (blurred image still appears a bit shifted down for some reason)
Simplify shaders.
Make it more flexible; now it can run almost all apps on OpenGL 2.0 contexts; OpenGL 3.0 ( with GLSL 3.00) required for POSTPROCESSING.
Upgrade from GLSL 1.00 to GLSL 3.00 ESIntroduce separate BLUR1 and BLUR2 shaders, the second one marging (writing to gl_FragDepth still does not work)