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Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl6
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl2
2 files changed, 4 insertions, 4 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 0428b0d408c..bd16189db32 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
@@ -256,7 +256,7 @@ void main()
float coc = decode_coc(texelFetch(inputCocTex, texel, 0).rg);
float max_radius = coc;
vec2 noise = get_random_vector(noiseOffset) * 0.2 * clamp(max_radius * 0.2 - 4.0, 0.0, 1.0);
- for (int i = 0; i < NUM_SAMPLES; ++i) {
+ for (int i = 0; i < NUM_SAMPLES; i++) {
vec2 tc = uv + (noise + samples[i].xy) * invertedViewportSize * max_radius;
/* decode_signed_coc return biggest coc. */
@@ -359,8 +359,8 @@ void main()
vec v[9];
/* Add the pixels which make up our window to the pixel array. */
- for (int dX = -1; dX <= 1; ++dX) {
- for (int dY = -1; dY <= 1; ++dY) {
+ for (int dX = -1; dX <= 1; dX++) {
+ for (int dY = -1; dY <= 1; dY++) {
vec2 offset = vec2(float(dX), float(dY));
/* If a pixel in the window is located at (x+dX, y+dY), put it at index (dX + R)(2R + 1) +
* (dY + R) of the pixel array. This will fill the pixel array, with the top left pixel of
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index fd06c85747f..4a9b0ae3b7d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -172,7 +172,7 @@ vec4 volume_integration(vec3 ray_ori, vec3 ray_dir, float ray_inc, float ray_max
float noise = fract(dither_mat[tx.x][tx.y] + noiseOfs);
float ray_len = noise * ray_inc;
- for (int i = 0; i < samplesLen && ray_len < ray_max; ++i, ray_len += ray_inc) {
+ for (int i = 0; i < samplesLen && ray_len < ray_max; i++, ray_len += ray_inc) {
vec3 ls_pos = ray_ori + ray_dir * ray_len;
vec3 Lscat;