Jeroen Bakker cf0db73571 Workbench: Separate depth of field shaders
Workbench shaders uses one fragment shaders, but uses different
resources based on the step of the effect. This failed in vulkan as all
defined resources should be found. This PR separates the steps in its
own fragment shader and adds sampler binding per step.

- Removed the max coc input texture as it wasn't used.
- Removed the background texture as it wasn't used.
- Renumbered the resources.

Pull Request: https://projects.blender.org/blender/blender/pulls/131606
2024-12-09 16:01:41 +01:00
2024-12-03 16:26:01 +01:00
2023-12-08 13:28:13 +11:00
2024-12-03 16:26:01 +01:00

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