Workbench: Depth Of Field: Fix regression in look and avoid implicit cast
This is a fixup to rB7710de26d0d768734977769af4a278b262f4da51
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@@ -108,8 +108,8 @@ layout(location = 1) out vec2 outCocs;
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void main()
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{
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vec4 texel = vec4(gl_FragCoord.xyxy) * 2 + vec4(0, 0, 1, 1);
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texel = (texel + 0.5) / vec4(textureSize(sceneColorTex, 0).xyxy);
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vec4 texel = vec4(gl_FragCoord.xyxy) * 2.0 + vec4(0.0, 0.0, 1.0, 1.0);
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texel = (texel - 0.5) / vec4(textureSize(sceneColorTex, 0).xyxy);
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/* Using texelFetch can bypass the mip range setting on some platform.
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* Using texture Lod fix this issue. Note that we need to disable filtering to get the right
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