Revision 35a0f4ed
Added by Leszek Koltunski over 4 years ago
| src/main/res/raw/blit_depth_fragment_shader.glsl | ||
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| 26 | 26 |
uniform sampler2D u_DepthTexture; |
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////////////////////////////////////////////////////////////////////////////////////////////// |
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// why -0.000001 ? On some drivers (for example Qualcomm's V@331, V@415 on Adreno 308 - also on
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// why -0.0003 ? On some drivers (for example Qualcomm's V@331, V@415 on Adreno 308 - also on
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// some Mali devices ) without it the depth test - when postprocessing a flat 2D object - does |
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// not pass (for unknown reasons) and we don't see the Glow halo. See for example the 'Glowing |
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// Leaf' test app. |
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// 0.000001 shouldn't hurt anyway. |
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// Why exactly 0.0003? Testing of the Cube app on the SM-A315F. ( Mali G52, drivr r20p0 ) |
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// 0.0003 shouldn't hurt anyway. |
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void main() |
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{
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gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r -0.000001;
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gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r -0.0003;
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fragColor = texture(u_Texture ,v_TexCoordinate); |
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} |
Also available in: Unified diff
Calibration of the previous workaround.