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authorClément Foucault <foucault.clem@gmail.com>2019-06-07 14:53:30 +0300
committerClément Foucault <foucault.clem@gmail.com>2019-06-07 14:53:30 +0300
commit0cfdc8d182a51e67ccd12063162fa96d4b633c16 (patch)
tree78ce900b7ee714036243249a320f73bbf0aed872
parent873c756e5dd73b03323b83ba7e1b289296724331 (diff)
Eevee: Try to fix NaN caused by normal maps + bentnormals
Should help with T65118.
-rw-r--r--source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl2
1 files changed, 1 insertions, 1 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 acfc2af93ee..8662c0ecb6a 100644
--- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl
@@ -177,7 +177,7 @@ void integrate_slice(
/* Solving inner integral */
vec2 h_2 = 2.0 * h;
vec2 vd = -cos(h_2 - n) + cos_n + h_2 * sin(n);
- float vis = (vd.x + vd.y) * 0.25 * n_proj_len;
+ float vis = saturate((vd.x + vd.y) * 0.25 * n_proj_len);
visibility += vis;