diff --git a/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader b/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader index 2ae1f25600c..93a0593b09a 100644 --- a/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader +++ b/com.unity.render-pipelines.universal/Shaders/PostProcessing/BokehDepthOfField.shader @@ -38,10 +38,10 @@ Shader "Hidden/Universal Render Pipeline/BokehDepthOfField" uint h; #if defined(SHADER_API_GLCORE) // GetDimensions will use textureQueryLevels in OpenGL and that's not - // supported in OpenGL 4.1 or below. In that case we use _MainTex_TexelSize + // supported in OpenGL 4.1 or below. In that case we use _SourceTex_TexelSize // which is fine as we don't support dynamic scaling in OpenGL. - w = _MainTex_TexelSize.z; - h = _MainTex_TexelSize.w; + w = _SourceTex_TexelSize.z; + h = _SourceTex_TexelSize.w; #elif defined(UNITY_STEREO_INSTANCING_ENABLED) || defined(UNITY_STEREO_MULTIVIEW_ENABLED) uint x; _CameraDepthTexture.GetDimensions(w, h, x);