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