From e21a475fae589b9a09ca156bfcb33d45f863b7b1 Mon Sep 17 00:00:00 2001 From: Jeroen Bakker Date: Thu, 27 Feb 2020 12:45:16 +0100 Subject: Fix T74229: EEVEE Bloom + Transparency Bug was introduced by the render passes. We had to tweak the bloom shader a bit so we could reuse it. After that tweaking the original alpha was ignored. This patch will read and store the correct alpha channel. --- source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'source/blender/draw/engines/eevee/shaders') diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl index 18f92c0dd33..489e87e9a7d 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl @@ -202,9 +202,9 @@ vec4 step_resolve(void) #else vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize); #endif - vec3 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0).rgb : vec3(0.0); - vec3 cout = base + blur * bloomColor; - return vec4(cout, 1.0); + vec4 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0) : vec4(0.0); + vec3 cout = base.rgb + blur * bloomColor; + return vec4(cout, base.a); } void main(void) -- cgit v1.2.3