diff --git a/source/blender/gpu/intern/gpu_compositing.c b/source/blender/gpu/intern/gpu_compositing.c index 7534d9d0fb9..c2a2b1804ca 100644 --- a/source/blender/gpu/intern/gpu_compositing.c +++ b/source/blender/gpu/intern/gpu_compositing.c @@ -871,14 +871,15 @@ bool GPU_fx_do_composite_pass( float scale = scene->unit.system ? scene->unit.scale_length : 1.0f; /* this is factor that converts to the scene scale. focal length and sensor are expressed in mm * unit.scale_length is how many meters per blender unit we have. We want to convert to blender units though - * because the shader reads coordinates in world space, which is in blender units. */ + * because the shader reads coordinates in world space, which is in blender units. + * Note however that focus_distance is already in blender units and shall not be scaled here (see T48157). */ float scale_camera = 0.001f / scale; /* we want radius here for the aperture number */ float aperture = 0.5f * scale_camera * fx_dof->focal_length / fx_dof->fstop; dof_params[0] = aperture * fabsf(scale_camera * fx_dof->focal_length / - ((fx_dof->focus_distance / scale) - scale_camera * fx_dof->focal_length)); - dof_params[1] = fx_dof->focus_distance / scale; + (fx_dof->focus_distance - scale_camera * fx_dof->focal_length)); + dof_params[1] = fx_dof->focus_distance; dof_params[2] = fx->gbuffer_dim[0] / (scale_camera * fx_dof->sensor); dof_params[3] = fx_dof->num_blades;