Commit: 9f7f310e256a0f88ec14636efa5402d8a5021b43
Author: Antonio Vazquez
Date:   Mon Aug 7 13:14:51 2017 +0200
Branches: greasepencil-object
https://developer.blender.org/rB9f7f310e256a0f88ec14636efa5402d8a5021b43

Fix z-depth problems in wave modifier

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

M       source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl

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

diff --git a/source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl 
b/source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl
index 635bb027ca2..882b2cf59f1 100644
--- a/source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl
+++ b/source/blender/draw/engines/gpencil/shaders/gpencil_wave_frag.glsl
@@ -19,20 +19,22 @@ void main()
 {
        vec4 outcolor;
        ivec2 uv = ivec2(gl_FragCoord.xy);
-       float stroke_depth = texelFetch(strokeDepth, uv, 0).r;
-       gl_FragDepth = stroke_depth;
+       float stroke_depth;
 
        float value;
        if (orientation == HORIZONTAL) {
                float pval = (uv.x * M_PI) / wsize[0];
                value = amplitude * sin((period * pval) + phase);
                outcolor = texelFetch(strokeColor, ivec2(uv.x, uv.y + value), 
0);
+               stroke_depth = texelFetch(strokeDepth, ivec2(uv.x, uv.y + 
value), 0).r;
        }
        else {
                float pval = (uv.y * M_PI) / wsize[1];
                value = amplitude * sin((period * pval) + phase);
                outcolor = texelFetch(strokeColor, ivec2(uv.x + value, uv.y), 
0);
+               stroke_depth = texelFetch(strokeDepth, ivec2(uv.x + value, 
uv.y), 0).r;
        }
 
        FragColor = outcolor;
+       gl_FragDepth = stroke_depth;
 }

_______________________________________________
Bf-blender-cvs mailing list
Bf-blender-cvs@blender.org
https://lists.blender.org/mailman/listinfo/bf-blender-cvs

Reply via email to