diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl index fe770ac065..48c1b0a3f6 100644 --- a/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/bokeh_dof.glsl @@ -32,9 +32,9 @@ layout(set = 1, binding = 0) uniform sampler2D source_bokeh; float get_depth_at_pos(vec2 uv) { float depth = textureLod(source_depth, uv, 0.0).x * 2.0 - 1.0; if (params.orthogonal) { - depth = ((depth + (params.z_far + params.z_near) / (params.z_far - params.z_near)) * (params.z_far - params.z_near)) / 2.0; + depth = -(depth * (params.z_far - params.z_near) - (params.z_far + params.z_near)) / 2.0; } else { - depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near - depth * (params.z_far - params.z_near)); + depth = 2.0 * params.z_near * params.z_far / (params.z_far + params.z_near + depth * (params.z_far - params.z_near)); } return depth; } |