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-rw-r--r--drivers/gles2/rasterizer_scene_gles2.cpp1
-rw-r--r--drivers/gles2/shaders/effect_blur.glsl5
2 files changed, 3 insertions, 3 deletions
diff --git a/drivers/gles2/rasterizer_scene_gles2.cpp b/drivers/gles2/rasterizer_scene_gles2.cpp
index e790d5b031..9f1425189c 100644
--- a/drivers/gles2/rasterizer_scene_gles2.cpp
+++ b/drivers/gles2/rasterizer_scene_gles2.cpp
@@ -480,7 +480,6 @@ RID RasterizerSceneGLES2::reflection_probe_instance_create(RID p_probe) {
rpi->current_resolution = 0;
rpi->dirty = true;
- rpi->last_pass = 0;
rpi->index = 0;
for (int i = 0; i < 6; i++) {
diff --git a/drivers/gles2/shaders/effect_blur.glsl b/drivers/gles2/shaders/effect_blur.glsl
index a531802c75..df79e89931 100644
--- a/drivers/gles2/shaders/effect_blur.glsl
+++ b/drivers/gles2/shaders/effect_blur.glsl
@@ -116,12 +116,13 @@ void main() {
#ifdef GAUSSIAN_HORIZONTAL
vec2 pix_size = pixel_size;
pix_size *= 0.5; //reading from larger buffer, so use more samples
+ // sigma 2
vec4 color = textureLod(source_color, uv_interp + vec2(0.0, 0.0) * pix_size, lod) * 0.214607;
color += textureLod(source_color, uv_interp + vec2(1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.157305;
+ color += textureLod(source_color, uv_interp + vec2(2.0, 0.0) * pix_size, lod) * 0.131514;
color += textureLod(source_color, uv_interp + vec2(3.0, 0.0) * pix_size, lod) * 0.071303;
color += textureLod(source_color, uv_interp + vec2(-1.0, 0.0) * pix_size, lod) * 0.189879;
- color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.157305;
+ color += textureLod(source_color, uv_interp + vec2(-2.0, 0.0) * pix_size, lod) * 0.131514;
color += textureLod(source_color, uv_interp + vec2(-3.0, 0.0) * pix_size, lod) * 0.071303;
frag_color = color;
#endif