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authorClément Foucault <foucault.clem@gmail.com>2017-11-01 20:48:55 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-11-01 20:48:55 +0300
commitcf6e45b5224d16263d7c87411a2ff71ed928410f (patch)
tree328b2c4cb2df10182048d4f69e145ac8d0a9af57 /source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
parentcd7e43f29f3b80dd5959423e6ce00be7efcbaec7 (diff)
Eevee: Fix Black volumetrics.
Was caused by a division by 0.
Diffstat (limited to 'source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl')
-rw-r--r--source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
index af7e0f0d17e..ea402ff3d99 100644
--- a/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
+++ b/source/blender/draw/engines/eevee/shaders/volumetric_scatter_frag.glsl
@@ -39,7 +39,7 @@ void main()
vec3 wdir = cameraVec;
vec2 phase = texelFetch(volumePhase, volume_cell, 0).rg;
- float s_anisotropy = phase.x / phase.y;
+ float s_anisotropy = phase.x / max(1.0, phase.y);
/* Environment : Average color. */
outScattering.rgb += irradiance_volumetric(worldPosition) * s_scattering * phase_function_isotropic();
@@ -78,6 +78,6 @@ void main()
/* Catch NaNs */
if (any(isnan(outScattering)) || any(isnan(outTransmittance))) {
outScattering = vec4(0.0);
- outTransmittance = vec4(0.0);
+ outTransmittance = vec4(1.0);
}
}