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author | Clément Foucault <foucault.clem@gmail.com> | 2021-03-13 19:06:07 +0300 |
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committer | Clément Foucault <foucault.clem@gmail.com> | 2021-03-13 22:59:20 +0300 |
commit | 09e77d2c89315ee3b7153e53d6990469b6759fa7 (patch) | |
tree | 1fcf4f53dfbb155b54e15430484a27f78a480ffe /source | |
parent | 165a2da753248384787ea3509a031d8867d4587e (diff) |
Fix T86476 EEVEE: SSS material with variable radius can produce NaNs
Simple divide by 0 error. The input radius was assumed to be safe
but is not when the user can scale it arbitrarly.
This also move the division out of the loop.
Diffstat (limited to 'source')
-rw-r--r-- | source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl | 4 |
1 files changed, 3 insertions, 1 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl index 1964adf3059..b79cd17c567 100644 --- a/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl +++ b/source/blender/draw/engines/eevee/shaders/effect_subsurface_frag.glsl @@ -45,6 +45,8 @@ void main(void) vec2 scale = vec2(ProjectionMatrix[0][0], ProjectionMatrix[1][1]) * sss_radius / homcoord; vec2 finalStep = scale * 0.5; /* samples range -1..1 */ + float sss_radius_inv = 1.0 / max(1e-8, sss_radius); + /* Center sample */ vec3 accum = sss_irradiance * kernel[0].rgb; @@ -58,7 +60,7 @@ void main(void) * by Jimenez, eqs. 2 and 9, and D9740. * Coefficient -2 follows from gaussian_profile() from gpu_material.c and * from the definition of finalStep. */ - float depth_delta = (depth_view - sample_depth) / sss_radius; + float depth_delta = (depth_view - sample_depth) * sss_radius_inv; float s = exp(-2.0 * sqr(depth_delta)); /* Out of view samples. */ if (any(lessThan(sample_uv, vec2(0.0))) || any(greaterThan(sample_uv, vec2(1.0)))) { |