Use linear filtering for final pass of high quality depth of field, no

need to get nearest point anymore.
This commit is contained in:
2015-03-23 17:07:21 +01:00
parent f5c33a2d48
commit b13770215c

View File

@@ -960,11 +960,11 @@ bool GPU_fx_do_composite_pass(GPUFX *fx, float projmat[4][4], bool is_persp, str
GPU_texture_bind(fx->dof_near_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, near_uniform, fx->dof_near_blur);
GPU_texture_filter_mode(fx->dof_near_blur, false, false);
GPU_texture_filter_mode(fx->dof_near_blur, false, true);
GPU_texture_bind(fx->dof_far_blur, numslots++);
GPU_shader_uniform_texture(dof_shader_pass3, far_uniform, fx->dof_far_blur);
GPU_texture_filter_mode(fx->dof_far_blur, false, false);
GPU_texture_filter_mode(fx->dof_far_blur, false, true);
GPU_texture_bind(fx->depth_buffer, numslots++);
GPU_texture_filter_mode(fx->depth_buffer, false, false);