Fixed recent DoF and tonemap bugs #61171
Merged
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Fixes: #61165 and fixes #61167
Both bugs introduced by #54585
The tonemapping bug comes from the ANGLE shader compiler being strictly compliant with the GLSL specification and refusing to subtract a float from an int. The solution is to just use floats.
The DoF bug is more subtle. #54585 allows some post-effects to run with a transparent background. However, DoF near overrides the alpha channel of the backbuffer to pass extra information from the horizontal pass to the vertical pass. This invalidates the alpha values the alpha channel of the buffer. The solution is to ignore alpha when writing out the vertical pass. This achieves two things:
To properly implement DoF with a transparent Viewport we will need another buffer. Since this is something that we didn't support prior to 3.5 and have had very little demand to support, I do not think we should attempt a full implementation before 3.5. If there is strong user demand for DoF with a transparent viewport then we can consider adding it in the nect release.