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authorClément Foucault <foucault.clem@gmail.com>2020-09-16 16:17:11 +0300
committerJeroen Bakker <jeroen@blender.org>2020-10-07 11:04:33 +0300
commit63ed7c19d517b16fd81a99dee738331cbdc9b378 (patch)
tree56279042b52f685f5ae389c86ed813839905af92
parentd745d0a7dc3ec20e2a9b3a3a214088104d25667c (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.glsl4
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()
{