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authorClément Foucault <foucault.clem@gmail.com>2020-02-13 03:54:59 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-02-13 03:55:08 +0300
commiteaea5c8904bee569384598cc96af10f7f55a9be8 (patch)
tree1249b4dd79d1833e463ed0dd955fd4f50954fea8 /source
parent10b04fa3162c4e1c1036d6c4837cff27134e3f11 (diff)
Workbench: Fix depth of field background being glitchy
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl18
-rw-r--r--source/blender/draw/engines/workbench/workbench_effect_dof.c6
2 files changed, 16 insertions, 8 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 bd16189db32..0efcfb35929 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
@@ -251,7 +251,7 @@ void main()
ivec2 texel = ivec2(uv * size);
vec4 color = vec4(0.0);
- float tot = 1e-4;
+ float tot = 0.0;
float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg);
float max_radius = coc;
@@ -272,7 +272,12 @@ void main()
tot += weight;
}
- blurColor = color / tot;
+ if (tot > 0.0) {
+ blurColor = color / tot;
+ }
+ else {
+ blurColor = textureLod(halfResColorTex, uv, 0.0);
+ }
}
#endif
@@ -385,7 +390,9 @@ void main()
* ----------------- STEP 4 ------------------
*/
#ifdef RESOLVE
-out vec4 finalColor;
+
+layout(location = 0) out vec4 finalColorAdd;
+layout(location = 1) out vec4 finalColorMul;
void main()
{
@@ -398,7 +405,8 @@ void main()
float zdepth = linear_depth(depth);
float coc = calculate_coc(zdepth);
- finalColor = texture(halfResColorTex, uv);
- finalColor.a = smoothstep(1.0, 3.0, abs(coc));
+ float blend = smoothstep(1.0, 3.0, abs(coc));
+ finalColorAdd = texture(halfResColorTex, uv) * blend;
+ finalColorMul = vec4(1.0 - blend);
}
#endif
diff --git a/source/blender/draw/engines/workbench/workbench_effect_dof.c b/source/blender/draw/engines/workbench/workbench_effect_dof.c
index 169b91a6474..3709c5600e6 100644
--- a/source/blender/draw/engines/workbench/workbench_effect_dof.c
+++ b/source/blender/draw/engines/workbench/workbench_effect_dof.c
@@ -181,11 +181,11 @@ void workbench_dof_engine_init(WORKBENCH_Data *vedata, Object *camera)
#endif
DRW_texture_ensure_2d(
- &txl->dof_source_tx, size[0], size[1], GPU_R11F_G11F_B10F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
+ &txl->dof_source_tx, size[0], size[1], GPU_RGBA16F, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
DRW_texture_ensure_2d(
&txl->coc_halfres_tx, size[0], size[1], GPU_RG8, DRW_TEX_FILTER | DRW_TEX_MIPMAP);
wpd->dof_blur_tx = DRW_texture_pool_query_2d(
- size[0], size[1], GPU_R11F_G11F_B10F, &draw_engine_workbench_solid);
+ size[0], size[1], GPU_RGBA16F, &draw_engine_workbench_solid);
#if 0
wpd->coc_temp_tx = DRW_texture_pool_query_2d(
shrink_h_size[0], shrink_h_size[1], GPU_RG8, &draw_engine_workbench_solid);
@@ -299,7 +299,7 @@ void workbench_dof_create_pass(WORKBENCH_Data *vedata,
psl->dof_blur1_ps = DRW_pass_create("DoF Blur 1", DRW_STATE_WRITE_COLOR);
psl->dof_blur2_ps = DRW_pass_create("DoF Blur 2", DRW_STATE_WRITE_COLOR);
psl->dof_resolve_ps = DRW_pass_create("DoF Resolve",
- DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_ALPHA);
+ DRW_STATE_WRITE_COLOR | DRW_STATE_BLEND_CUSTOM);
{
DRWShadingGroup *grp = DRW_shgroup_create(e_data.effect_dof_prepare_sh, psl->dof_down_ps);