diff --git a/Source/Engine/Renderer/DepthOfFieldPass.cpp b/Source/Engine/Renderer/DepthOfFieldPass.cpp index 8ed51d696..f80441d00 100644 --- a/Source/Engine/Renderer/DepthOfFieldPass.cpp +++ b/Source/Engine/Renderer/DepthOfFieldPass.cpp @@ -56,7 +56,7 @@ bool DepthOfFieldPass::Init() // (in future we should support it or faster solution using pixel shaders) auto& limits = GPUDevice::Instance->Limits; _platformSupportsDoF = limits.HasCompute; - _platformSupportsBokeh = false && _platformSupportsDoF && limits.HasGeometryShaders && limits.HasDrawIndirect && limits.HasAppendConsumeBuffers; + _platformSupportsBokeh = _platformSupportsDoF && limits.HasGeometryShaders && limits.HasDrawIndirect && limits.HasAppendConsumeBuffers; // Create pipeline states if (_platformSupportsDoF)