diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2021-04-20 11:59:07 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-04-20 11:59:07 +0300 |
commit | 27cfc1ea11461ca1257657afafb455be0da75cb1 (patch) | |
tree | 9a641bfce6ac6cd751ef1848abf3637837953456 /source/blender/draw | |
parent | db0b1cab1f8c2798d5f088b98f4055987a19796e (diff) |
Fix T87541 EEVEE: AO causes black outline around objects and NaN pixels
It seems the pow result is unstable on some implementations.
Also avoid undefined behavior by clamping aoFactor to strict positive values.
Diffstat (limited to 'source/blender/draw')
3 files changed, 5 insertions, 2 deletions
diff --git a/source/blender/draw/engines/eevee/eevee_occlusion.c b/source/blender/draw/engines/eevee/eevee_occlusion.c index 3f198063c47..19f34fa6108 100644 --- a/source/blender/draw/engines/eevee/eevee_occlusion.c +++ b/source/blender/draw/engines/eevee/eevee_occlusion.c @@ -61,7 +61,7 @@ int EEVEE_occlusion_init(EEVEE_ViewLayerData *sldata, EEVEE_Data *vedata) const int fs_size[2] = {(int)viewport_size[0], (int)viewport_size[1]}; common_data->ao_dist = scene_eval->eevee.gtao_distance; - common_data->ao_factor = scene_eval->eevee.gtao_factor; + common_data->ao_factor = max_ff(1e-4f, scene_eval->eevee.gtao_factor); common_data->ao_quality = scene_eval->eevee.gtao_quality; if (scene_eval->eevee.flag & SCE_EEVEE_GTAO_ENABLED) { 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 69b9ecaf77d..bf5b63cba65 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -386,7 +386,8 @@ float specular_occlusion( float specular_solid_angle = spherical_cap_intersection(M_PI_2, spec_angle, cone_nor_dist); float specular_occlusion = isect_solid_angle / specular_solid_angle; /* Mix because it is unstable in unoccluded areas. */ - visibility = mix(specular_occlusion, 1.0, pow(visibility, 8.0)); + float tmp = saturate(pow8(visibility)); + visibility = mix(specular_occlusion, 1.0, tmp); /* Scale by user factor */ visibility = pow(saturate(visibility), aoFactor); diff --git a/source/blender/draw/intern/shaders/common_math_lib.glsl b/source/blender/draw/intern/shaders/common_math_lib.glsl index 0344b977139..378f27056fa 100644 --- a/source/blender/draw/intern/shaders/common_math_lib.glsl +++ b/source/blender/draw/intern/shaders/common_math_lib.glsl @@ -91,6 +91,8 @@ vec2 sqr(vec2 a) { return a * a; } vec3 sqr(vec3 a) { return a * a; } vec4 sqr(vec4 a) { return a * a; } +float pow8(float x) { return sqr(sqr(sqr(x))); } + float len_squared(vec3 a) { return dot(a, a); } float len_squared(vec2 a) { return dot(a, a); } |