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authorClément Foucault <foucault.clem@gmail.com>2020-10-23 03:00:41 +0300
committerJeroen Bakker <jeroen@blender.org>2020-10-28 11:26:02 +0300
commitc2535dff902641ab331301fb8edc788c2c132a34 (patch)
tree8451c7a3b69aeb8a0b78fa4b0156cc5d69ef6291
parent70d78635003c2b4c12be4abd3ccada5d30cf1ac1 (diff)
Fix T81942 EEVEE: Reflection Plane glitch with low clip distances
This was happening because the raytrace was not even being performed due to the tracing line being too small after frustum clipping.
-rw-r--r--source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
index f88cfdf3787..41395758d92 100644
--- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl
@@ -104,9 +104,10 @@ void prepare_raycast(vec3 ray_origin,
/* Clip to segment's end. */
max_time /= length(ss_step.xyz);
-
/* Clipping to frustum sides. */
max_time = min(max_time, line_unit_box_intersect_dist(ss_start.xyz, ss_step.xyz));
+ /* Avoid no iteration. */
+ max_time = max(max_time, 1.0);
/* Convert to texture coords. Z component included
* since this is how it's stored in the depth buffer.