- Property::Index index = renderer.RegisterProperty( ALPHA_UNIFORM_NAME, 0.f );
- Constraint constraint = Constraint::New<float>( renderer, index, ActorOpacityConstraint(mBlurLevels, i-1) );
- constraint.AddSource( Source( self, mBlurStrengthPropertyIndex ) );
- constraint.Apply();
+ int depthIndex = renderer.GetProperty<int>(Renderer::Property::DEPTH_INDEX);
+ if( depthIndex > 0 )
+ {
+ Property::Index index = renderer.RegisterProperty( ALPHA_UNIFORM_NAME, 0.f );
+ Constraint constraint = Constraint::New<float>( renderer, index, ActorOpacityConstraint(mBlurLevels, depthIndex-1) );
+ constraint.AddSource( Source( self, mBlurStrengthPropertyIndex ) );
+ constraint.Apply();
+ }