Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
authorClément Foucault <foucault.clem@gmail.com>2021-05-15 18:52:26 +0300
committerClément Foucault <foucault.clem@gmail.com>2021-05-15 18:52:26 +0300
commitc2ee7ab2e381e6b1369bcb9b7ec430ef5e6c2f8f (patch)
tree17149504877924887affe99a15facf8be6a769c0
parent6e8685e1fdb4615ac6ac1ee683603bfe72343a08 (diff)
parent5d97e293c30b41bcd84a2d831ae35e67d8e54670 (diff)
Merge branch 'blender-v2.93-release'
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
index faac216480b..dac53719149 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl
@@ -136,7 +136,7 @@ const float layer_offset_fg = 0.5 + 1.0;
/* Extra offset for convolution layers to avoid light leaking from background. */
const float layer_offset = 0.5 + 0.5;
-#define DOF_MAX_SLIGHT_FOCUS_RADIUS 5
+#define DOF_MAX_SLIGHT_FOCUS_RADIUS 16
float dof_layer_weight(float coc, const bool is_foreground)
{
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
index cd69a0e2ab1..32841b7749c 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl
@@ -40,7 +40,7 @@ void dof_slight_focus_gather(float radius, out vec4 out_color, out float out_wei
DofGatherData fg_accum = GATHER_DATA_INIT;
DofGatherData bg_accum = GATHER_DATA_INIT;
- int i_radius = clamp(int(radius), 0, int(layer_threshold));
+ int i_radius = clamp(int(radius + 0.5), 0, int(layer_threshold));
const int resolve_ring_density = DOF_SLIGHT_FOCUS_DENSITY;
ivec2 texel = ivec2(gl_FragCoord.xy);