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-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl
index fc7878dc6ab..a7231bda263 100644
--- a/source/blender/gpu/shaders/gpu_shader_material.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_material.glsl
@@ -1089,6 +1089,8 @@ void convert_metallic_to_specular_tinted(
vec3 principled_sheen(float NV, vec3 basecol_tint, float sheen_tint)
{
float f = 1.0 - NV;
+ /* Temporary fix for T59784. Normal map seems to contain NaNs for tangent space normal maps, therefore we need to clamp value. */
+ f = clamp(f, 0.0, 1.0);
/* Empirical approximation (manual curve fitting). Can be refined. */
float sheen = f*f*f*0.077 + f*0.01 + 0.00026;
return sheen * mix(vec3(1.0), basecol_tint, sheen_tint);