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Revision 7170e4eb

Added by Leszek Koltunski almost 7 years ago

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....

View differences:

src/main/res/raw/blur2_fragment_shader.glsl
31 31
#endif
32 32

  
33 33
uniform sampler2D u_ColorTexture;
34
uniform sampler2D u_DepthTexture;
35 34
uniform float u_Offsets[MAX_BLUR];
36 35
uniform float u_Weights[MAX_BLUR];
37 36
uniform int u_Radius;
......
40 39

  
41 40
void main()
42 41
  {
43
  gl_FragDepth = TEXTURE(u_DepthTexture,v_TexCoordinate).r;
44

  
45 42
  vec4 pixel= TEXTURE(u_ColorTexture,v_TexCoordinate) * u_Weights[0];
46 43

  
47 44
  for (int i=1; i<=u_Radius; i+=1)

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