{
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    "uri": "at://did:plc:dxjzgxe7cvirxkwfjr2tjspt/app.bsky.feed.post/3mfdfualjct42"
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  "path": "/t/cartoonedgefilter-makes-the-entire-background-black/49419#post_6",
  "publishedAt": "2026-02-20T17:38:52.000Z",
  "site": "https://hub.jmonkeyengine.org",
  "textContent": "I have a working solution now, at the end of the shader I did this:\n\n\n       float alpha=fetchTextureSample(m_DepthTexture,   texCoord, 0).r;\n       if (alpha>.99f ) alpha=edgeAmount;\n       else alpha=1;\n\n        gl_FragColor = vec4( color,  alpha);\n\n\nWhat 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.\n\nI 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.",
  "title": "CartoonEdgeFilter makes the entire background black"
}