CartoonEdgeFilter makes the entire background black
jMonkeyEngine Hub
February 20, 2026
I have a working solution now, at the end of the shader I did this:
float alpha=fetchTextureSample(m_DepthTexture, texCoord, 0).r;
if (alpha>.99f ) alpha=edgeAmount;
else alpha=1;
gl_FragColor = vec4( color, alpha);
What it does, is reading the depth and if that is beyond a certain treshold, then I cut it of. Otherwise I set it to 1. When cutting of, I use the calculated edge value to smoothen the cutoff.
I don’t like this solution, I can not stand that the color buffer has no transparancy. I just don’t understand where that went wrong.
Discussion in the ATmosphere