Revert tested disabled bokeh shapes
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@@ -56,7 +56,7 @@ bool DepthOfFieldPass::Init()
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// (in future we should support it or faster solution using pixel shaders)
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auto& limits = GPUDevice::Instance->Limits;
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_platformSupportsDoF = limits.HasCompute;
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_platformSupportsBokeh = false && _platformSupportsDoF && limits.HasGeometryShaders && limits.HasDrawIndirect && limits.HasAppendConsumeBuffers;
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_platformSupportsBokeh = _platformSupportsDoF && limits.HasGeometryShaders && limits.HasDrawIndirect && limits.HasAppendConsumeBuffers;
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// Create pipeline states
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if (_platformSupportsDoF)
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