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author | Clément Foucault <foucault.clem@gmail.com> | 2020-09-16 16:17:11 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2020-10-07 11:04:33 +0300 |
commit | 63ed7c19d517b16fd81a99dee738331cbdc9b378 (patch) | |
tree | 56279042b52f685f5ae389c86ed813839905af92 | |
parent | d745d0a7dc3ec20e2a9b3a3a214088104d25667c (diff) |
Fix T78653 Workbench: Broken Depth of Field in Viewport (Mac OSX)
The output layout was wrong and it's a mistery why it works on most
implementations since it's clearly a wrong usage.
Thanks @sebbas for helping narrowing down the issue.
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl index 0efcfb35929..1a210cf3963 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl @@ -391,8 +391,8 @@ void main() */ #ifdef RESOLVE -layout(location = 0) out vec4 finalColorAdd; -layout(location = 1) out vec4 finalColorMul; +layout(location = 0, index = 0) out vec4 finalColorAdd; +layout(location = 0, index = 1) out vec4 finalColorMul; void main() { |