From 26a827f25448bd82a099b15560d45f811cbf2b8f Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Mon, 14 Sep 2020 23:16:03 +0200 Subject: Workbench: Depth Of Field: Fix regression in look and avoid implicit cast This is a fixup to rB7710de26d0d768734977769af4a278b262f4da51 --- .../draw/engines/workbench/shaders/workbench_effect_dof_frag.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'source/blender/draw') 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 c1c1c264f42..1a0d01fde00 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 @@ -108,8 +108,8 @@ layout(location = 1) out vec2 outCocs; void main() { - vec4 texel = vec4(gl_FragCoord.xyxy) * 2 + vec4(0, 0, 1, 1); - texel = (texel + 0.5) / vec4(textureSize(sceneColorTex, 0).xyxy); + vec4 texel = vec4(gl_FragCoord.xyxy) * 2.0 + vec4(0.0, 0.0, 1.0, 1.0); + texel = (texel - 0.5) / vec4(textureSize(sceneColorTex, 0).xyxy); /* Using texelFetch can bypass the mip range setting on some platform. * Using texture Lod fix this issue. Note that we need to disable filtering to get the right -- cgit v1.2.3