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.
This commit is contained in:
Jeroen Bakker
2020-02-27 12:45:16 +01:00
parent edb5e19442
commit e21a475fae

View File

@@ -202,9 +202,9 @@ vec4 step_resolve(void)
#else #else
vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize); vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#endif #endif
vec3 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0).rgb : vec3(0.0); vec4 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0) : vec4(0.0);
vec3 cout = base + blur * bloomColor; vec3 cout = base.rgb + blur * bloomColor;
return vec4(cout, 1.0); return vec4(cout, base.a);
} }
void main(void) void main(void)