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authorClément Foucault <foucault.clem@gmail.com>2017-08-11 02:25:40 +0300
committerClément Foucault <foucault.clem@gmail.com>2017-08-11 02:26:05 +0300
commitc4201e57f36e7a5bcb711bd1a92d5b334cd40dff (patch)
treefad2583b5a05a63f9713c9e4b23857ab376761f7 /source/blender/draw
parentaa575a3152ade77db68a6420fc978158c34d8dd9 (diff)
Eevee: Re: Fix NaN
This should be faster and apparently more stable.
Diffstat (limited to 'source/blender/draw')
-rw-r--r--source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl4
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
index 520318d3134..4d2f92c6955 100644
--- a/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/bsdf_common_lib.glsl
@@ -415,7 +415,9 @@ float F_eta(float eta, float cos_theta)
/* Fresnel */
vec3 F_schlick(vec3 f0, float cos_theta)
{
- float fac = pow(1.0 - cos_theta, 5);
+ float fac = 1.0 - cos_theta;
+ float fac2 = fac * fac;
+ fac = fac2 * fac2 * fac;
/* Unreal specular matching : if specular color is below 2% intensity,
* (using green channel for intensity) treat as shadowning */