diff --git a/Source/Engine/Renderer/DepthOfFieldPass.cpp b/Source/Engine/Renderer/DepthOfFieldPass.cpp index f902b084b..d084a6a67 100644 --- a/Source/Engine/Renderer/DepthOfFieldPass.cpp +++ b/Source/Engine/Renderer/DepthOfFieldPass.cpp @@ -39,6 +39,7 @@ bool DepthOfFieldPass::Init() _platformSupportsBokeh = _platformSupportsDoF && limits.HasGeometryShaders && limits.HasDrawIndirect && limits.HasAppendConsumeBuffers; _platformSupportsBokeh &= GPUDevice::Instance->GetRendererType() != RendererType::DirectX12; // TODO: fix bokeh crash on d3d12 (driver issue probably - started to happen recently) + _platformSupportsBokeh &= GPUDevice::Instance->GetRendererType() != RendererType::Vulkan; // TODO: add bokeh on Vulkan (draw indirect with UA output from PS) // Create pipeline states if (_platformSupportsDoF) diff --git a/Source/Shaders/ColorGrading.shader b/Source/Shaders/ColorGrading.shader index b4bc04a4f..5149e4cb4 100644 --- a/Source/Shaders/ColorGrading.shader +++ b/Source/Shaders/ColorGrading.shader @@ -259,6 +259,9 @@ META_VS_IN_ELEMENT(TEXCOORD, 0, R32G32_FLOAT, 0, ALIGN, PER_VERTEX, 0, true) Quad_VS2GS VS_WriteToSlice(float2 position : POSITION0, float2 texCoord : TEXCOORD0, uint layerIndex : SV_InstanceID) { Quad_VS2GS output; +#if VULKAN + position.y = position.y * -1.0f; +#endif output.Vertex.Position = float4(position, 0, 1); output.Vertex.TexCoord = texCoord; output.LayerIndex = layerIndex;