From b13770215c97194aba0703d9844976f6eb3a61fb Mon Sep 17 00:00:00 2001 From: Antony Riakiotakis Date: Mon, 23 Mar 2015 17:07:21 +0100 Subject: Use linear filtering for final pass of high quality depth of field, no need to get nearest point anymore. --- source/blender/gpu/intern/gpu_compositing.c | 4 ++-- 1 file 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); -- cgit v1.2.3