diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | 6 | ||||
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl | 2 |
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; |