diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2021-04-20 16:55:31 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-04-20 17:07:45 +0300 |
commit | 4cf60a2abf2b862788daf9b0874b5c99e9d57b65 (patch) | |
tree | 2057b13c868027c0737fb40b4530267191324ab1 | |
parent | 2125ee4305c0f22c2c30795669b0f38404e4eb72 (diff) |
Fix T87369 EEVEE: Ambient Oclussion: Firefly caused by degenerated normal
This was caused by some sort of degenerated normals.
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl | 8 | ||||
-rw-r--r-- | source/blender/draw/intern/shaders/common_math_lib.glsl | 3 |
2 files changed, 8 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl index bf5b63cba65..cdc453eed40 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -210,14 +210,14 @@ void occlusion_eval(OcclusionData data, bool early_out = (inverted != 0.0) ? (max_v4(abs(data.horizons)) == 0.0) : (min_v4(abs(data.horizons)) == M_PI); if (early_out) { - visibility = dot(N, Ng) * 0.5 + 0.5; + visibility = saturate(dot(N, Ng) * 0.5 + 0.5); visibility = min(visibility, data.custom_occlusion); if ((int(aoSettings) & USE_BENT_NORMAL) == 0) { bent_normal = N; } else { - bent_normal = normalize(N + Ng); + bent_normal = safe_normalize(N + Ng); } return; } @@ -283,7 +283,9 @@ void occlusion_eval(OcclusionData data, bent_normal = N; } else { - bent_normal = normalize(mix(bent_normal, N, sqr(sqr(sqr(visibility))))); + /* Note: using pow(visibility, 6.0) produces NaN (see T87369). */ + float tmp = saturate(pow6(visibility)); + bent_normal = normalize(mix(bent_normal, N, tmp)); } } diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl index 378f27056fa..33deae0b0a1 100644 --- a/source/blender/draw/intern/shaders/common_math_lib.glsl +++ b/source/blender/draw/intern/shaders/common_math_lib.glsl @@ -91,6 +91,9 @@ vec2 sqr(vec2 a) { return a * a; } vec3 sqr(vec3 a) { return a * a; } vec4 sqr(vec4 a) { return a * a; } +/* Use manual powers for fixed powers. pow() can have unpredicatble results on some implementations. + * (see T87369, T87541) */ +float pow6(float x) { return sqr(sqr(x) * x); } float pow8(float x) { return sqr(sqr(sqr(x))); } float len_squared(vec3 a) { return dot(a, a); } |