BoxBlur shader stop working in certain Bl version. #52431
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Reference: blender/blender#52431
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System Information
Debian 9 x64, nVidia GT620
Blender Version
Broken: 2.76 (from web)
Worked: 2.75a (from web)
Short description of error
This is a Filter 2D download from doesn't-know-where (I couldn't find source). It is a Blur filter with amount and multiplier values. It works pretty well in 2.75a. Since 2.76, it doesn't work anymore, the output is only a bit darker. No blur.
2dfilter_boxblur.blend
Shader code is:
Exact steps for others to reproduce the error
Open file with 2.75a, run Game.
Open file with 2.76, run Game.
Changed status to: 'Open'
Added subscriber: @MarioSottile
Added subscriber: @Sergey
Changed status from 'Open' to: 'Archived'
Your uniform value for
amount
is set asfloat
in shader, but declared asinteger
in camera properties. Now, thing is, before 2.76 (commit97b431e4
) all shader uniforms were binding as floats, but it's not what you always want so proper int/float binding was implemented. What happens in your scene is that binding uniform fails because BGE tries to bind it as integer, while it is float in shader itself.Unfortunately, we can't do-version anything here to avoid regression, such things would require writing comprehensive GLSL compiler by ourselves.. Two things you can do:
uniform float amount;
touniform int amount;
in the shader itselfamoumt
from integer to float in logic editor.So thanks for the report, but it's not really a bug..
As the code is done, changing amount to float, it does weird results. "uniform int amout" is the real solution.
Anyway... by setting amount to 0 (no-blur), the result is darker than original. With 2 or 3, it has more or less the same brightness... I would like to fix it, but it is not a Blender bug, but this code bug. I will ask about it in IRC #gameblender.
Thanks.