diff options
author | Jeroen Bakker <jeroen@blender.org> | 2020-02-27 14:45:16 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2020-02-27 14:47:28 +0300 |
commit | e21a475fae589b9a09ca156bfcb33d45f863b7b1 (patch) | |
tree | 91a4ea6ad4082fd52dc13e9544794fdcc06a3d17 /source/blender/draw/engines | |
parent | edb5e1944260075e5322b04d4ffbfd86f9a56ebf (diff) |
Fix T74229: EEVEE Bloom + Transparency
Bug was introduced by the render passes. We had to tweak the bloom
shader a bit so we could reuse it. After that tweaking the original
alpha was ignored.
This patch will read and store the correct alpha channel.
Diffstat (limited to 'source/blender/draw/engines')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl index 18f92c0dd33..489e87e9a7d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl @@ -202,9 +202,9 @@ vec4 step_resolve(void) #else vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize); #endif - vec3 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0).rgb : vec3(0.0); - vec3 cout = base + blur * bloomColor; - return vec4(cout, 1.0); + vec4 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0) : vec4(0.0); + vec3 cout = base.rgb + blur * bloomColor; + return vec4(cout, base.a); } void main(void) |