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Revision 5ec42229

Added by Leszek Koltunski about 3 years ago

Workaround for the fact that one some devices (for example the LG K30's V@415 driver on the Adreno 308) the Glow halo wasn't visible.

View differences:

src/main/res/raw/blit_depth_fragment_shader.glsl
26 26
uniform sampler2D u_DepthTexture;
27 27

  
28 28
//////////////////////////////////////////////////////////////////////////////////////////////
29
// why -0.000001 ? On some drivers (for example Qualcomm's V@331, V@415 on Adreno 308 - also on
30
// some Mali devices ) without it the depth test - when postprocessing a flat 2D object - does
31
// not pass (for unknown reasons) and we don't see the Glow halo.  See for example the 'Glowing
32
// Leaf' test app.
33
// 0.000001 shouldn't hurt anyway.
29 34

  
30 35
void main()                    		
31 36
  {
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  gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r;
37
  gl_FragDepth = texture(u_DepthTexture,v_TexCoordinate).r -0.000001;
33 38
  fragColor    = texture(u_Texture     ,v_TexCoordinate);
34 39
  }

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