- rewrite depthblur.fp to workaround what seemed to be a bug in the NVidia driver

This commit is contained in:
Magnus Norddahl 2019-04-16 16:17:23 +02:00
commit 15dae4cfe6
3 changed files with 35 additions and 36 deletions

View file

@ -634,7 +634,7 @@ struct DepthBlurUniforms
{
float BlurSharpness;
float PowExponent;
FVector2 InvFullResolution;
float Padding0, Padding1;
static std::vector<UniformFieldDesc> Desc()
{
@ -642,7 +642,8 @@ struct DepthBlurUniforms
{
{ "BlurSharpness", UniformType::Float, offsetof(DepthBlurUniforms, BlurSharpness) },
{ "PowExponent", UniformType::Float, offsetof(DepthBlurUniforms, PowExponent) },
{ "InvFullResolution", UniformType::Vec2, offsetof(DepthBlurUniforms, InvFullResolution) }
{ "Padding0", UniformType::Float, offsetof(DepthBlurUniforms, Padding0) },
{ "Padding1", UniformType::Float, offsetof(DepthBlurUniforms, Padding1) }
};
}
};