diff options
author | Clément Foucault <foucault.clem@gmail.com> | 2017-12-06 12:45:12 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2017-12-06 12:47:44 +0300 |
commit | 16b9e91bf1db35b54a292049ec8d1c2d5669c163 (patch) | |
tree | 4012b203e194bc71b8b917ec7c04100b5a4e4797 /source/blender/draw | |
parent | 7ca8af4cc82010c85fa6d7f663977117eb23b6f9 (diff) |
Eevee: Fix sampling direction calculation.
It was causing problems with the visibility filtering on Intel GPU.
Diffstat (limited to 'source/blender/draw')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl index 8cb5a66290d..13586619fe9 100644 --- a/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/bsdf_sampling_lib.glsl @@ -54,7 +54,7 @@ vec3 sample_ggx(vec3 rand, float a2) { /* Theta is the aperture angle of the cone */ float z = sqrt( (1.0 - rand.x) / ( 1.0 + a2 * rand.x - rand.x ) ); /* cos theta */ - float r = sqrt( 1.0 - z * z ); /* sin theta */ + float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */ float x = r * rand.y; float y = r * rand.z; @@ -82,7 +82,7 @@ vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B) vec3 Xi = hammersley_3d(nsample); float z = Xi.x; /* cos theta */ - float r = sqrt( 1.0f - z*z ); /* sin theta */ + float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */ float x = r * Xi.y; float y = r * Xi.z; @@ -96,7 +96,7 @@ vec3 sample_cone(float nsample, float angle, vec3 N, vec3 T, vec3 B) vec3 Xi = hammersley_3d(nsample); float z = cos(angle * Xi.x); /* cos theta */ - float r = sqrt( 1.0f - z*z ); /* sin theta */ + float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */ float x = r * Xi.y; float y = r * Xi.z; |