fixed blur rendering, stencil and gles3

This commit is contained in:
vaxerski
2022-04-11 16:39:48 +02:00
parent 0f9850fafc
commit b56343133d
6 changed files with 66 additions and 31 deletions

View File

@@ -56,13 +56,13 @@ void main() {
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(topLeft, pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
}
@@ -72,13 +72,13 @@ void main() {
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(bottomRight, pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
}
@@ -107,13 +107,13 @@ void main() {
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(topLeft, pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
}
@@ -123,13 +123,13 @@ void main() {
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(bottomRight, pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
}
@@ -261,13 +261,13 @@ void main() {
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(topLeft, pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(vec2(topLeft[0], bottomRight[1]), pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
}
@@ -277,13 +277,13 @@ void main() {
if (pixCoord[1] < topLeft[1]) {
// top
if (distance(vec2(bottomRight[0], topLeft[1]), pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
} else if (pixCoord[1] > bottomRight[1]) {
// bottom
if (distance(bottomRight, pixCoord) > radius) {
gl_FragColor = vec4(0,0,0,0);
discard;
return;
}
}