[Bf-blender-cvs] [e21a475fae5] master: Fix T74229: EEVEE Bloom + Transparency
Jeroen Bakker
noreply at git.blender.org
Thu Feb 27 12:47:31 CET 2020
Commit: e21a475fae589b9a09ca156bfcb33d45f863b7b1
Author: Jeroen Bakker
Date: Thu Feb 27 12:45:16 2020 +0100
Branches: master
https://developer.blender.org/rBe21a475fae589b9a09ca156bfcb33d45f863b7b1
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.
===================================================================
M source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
===================================================================
diff --git a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
index 18f92c0dd33..489e87e9a7d 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_bloom_frag.glsl
@@ -202,9 +202,9 @@ vec4 step_resolve(void)
#else
vec3 blur = upsample_filter(sourceBuffer, uvcoordsvar.xy, sourceBufferTexelSize);
#endif
- vec3 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0).rgb : vec3(0.0);
- vec3 cout = base + blur * bloomColor;
- return vec4(cout, 1.0);
+ vec4 base = bloomAddBase ? textureLod(baseBuffer, uvcoordsvar.xy, 0.0) : vec4(0.0);
+ vec3 cout = base.rgb + blur * bloomColor;
+ return vec4(cout, base.a);
}
void main(void)
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