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author | Clément Foucault <foucault.clem@gmail.com> | 2021-05-15 18:52:26 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-05-15 18:52:26 +0300 |
commit | c2ee7ab2e381e6b1369bcb9b7ec430ef5e6c2f8f (patch) | |
tree | 17149504877924887affe99a15facf8be6a769c0 /source/blender/draw | |
parent | 6e8685e1fdb4615ac6ac1ee683603bfe72343a08 (diff) | |
parent | 5d97e293c30b41bcd84a2d831ae35e67d8e54670 (diff) |
Merge branch 'blender-v2.93-release'
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_dof_lib.glsl | 2 | ||||
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_dof_resolve_frag.glsl | 2 |
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); |