diff options
author | Antony Riakiotakis <kalast@gmail.com> | 2015-03-23 19:07:21 +0300 |
---|---|---|
committer | Antony Riakiotakis <kalast@gmail.com> | 2015-03-23 19:07:21 +0300 |
commit | b13770215c97194aba0703d9844976f6eb3a61fb (patch) | |
tree | 6784d95c74e27d6739581b0642cf32b079a6833f /source/blender/gpu/intern | |
parent | f5c33a2d48945482fd685c04a2d011ca5760f72d (diff) |
Use linear filtering for final pass of high quality depth of field, no
need to get nearest point anymore.
Diffstat (limited to 'source/blender/gpu/intern')
-rw-r--r-- | source/blender/gpu/intern/gpu_compositing.c | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index 96de0db0acb..7b2aca65324 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -960,11 +960,11 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str GPU_texture_bind(fx->dof_near_blur, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, near_uniform, fx->dof_near_blur); - GPU_texture_filter_mode(fx->dof_near_blur, false, false); + GPU_texture_filter_mode(fx->dof_near_blur, false, true); GPU_texture_bind(fx->dof_far_blur, numslots++); GPU_shader_uniform_texture(dof_shader_pass3, far_uniform, fx->dof_far_blur); - GPU_texture_filter_mode(fx->dof_far_blur, false, false); + GPU_texture_filter_mode(fx->dof_far_blur, false, true); GPU_texture_bind(fx->depth_buffer, numslots++); GPU_texture_filter_mode(fx->depth_buffer, false, false); |