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authorClément Foucault <foucault.clem@gmail.com>2022-08-02 22:21:14 +0300
committerClément Foucault <foucault.clem@gmail.com>2022-08-02 22:53:17 +0300
commit75dda90030319ad07ceccd02b0d9686dd58cd9e9 (patch)
tree859c550fcb30294c29d3a5999c39e1a5328d7480 /source
parent04d43e8dbbdf077d6006ee5ef13d9d6332163301 (diff)
EEVEE: Depth of field: Fix incorrect variance occlusion
The change is likely not noticeable.
Diffstat (limited to 'source')
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
index 06dcbeaed66..7230758a93f 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_frag.glsl
@@ -67,7 +67,7 @@ void main(void)
/* Occlude the sprite with geometry from the same field
* using a VSM like chebychev test (slide 85). */
float mean = occlusion_data.x;
- float variance = occlusion_data.x;
+ float variance = occlusion_data.y;
shapes *= variance * safe_rcp(variance + sqr(max(cocs * correction_fac - mean, 0.0)));
}