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Diffstat (limited to 'source/blender/draw/engines/eevee/shaders')
-rw-r--r--source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl4
-rw-r--r--source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl6
-rw-r--r--source/blender/draw/engines/eevee/shaders/shadow_vert.glsl2
-rw-r--r--source/blender/draw/engines/eevee/shaders/surface_vert.glsl2
4 files changed, 9 insertions, 5 deletions
diff --git a/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl b/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl
index 90272400915..5af317b7398 100644
--- a/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl
+++ b/source/blender/draw/engines/eevee/shaders/cubemap_lib.glsl
@@ -96,7 +96,7 @@ vec4 cubemap_seamless(sampler2DArray tex, vec4 cubevec, float lod)
/* Mix all colors to get the corner color. */
vec4 col3 = (col + col1 + col2) / 3.0;
- vec2 mix_fac = uv_border * 0.5;
+ vec2 mix_fac = saturate(uv_border * 0.5);
return mix(mix(col, col2, mix_fac.x), mix(col1, col3, mix_fac.x), mix_fac.y);
}
else if (any(border)) {
@@ -108,7 +108,7 @@ vec4 cubemap_seamless(sampler2DArray tex, vec4 cubevec, float lod)
uv = cubemap_face_coord(cubevec.xyz, face);
coord = vec3(uv, cubevec.w * 6.0 + face);
- float mix_fac = max(uv_border.x, uv_border.y) * 0.5;
+ float mix_fac = saturate(max(uv_border.x, uv_border.y) * 0.5);
return mix(col, textureLod(tex, coord, lod), mix_fac);
}
else {
diff --git a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
index 51a351babd3..5f04cdcebfa 100644
--- a/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/effect_dof_scatter_vert.glsl
@@ -95,7 +95,11 @@ void main()
weights = dof_layer_weight(cocs) * dof_sample_weight(cocs);
/* Filter NaNs. */
- weights = select(weights, vec4(0.0), equal(cocs, vec4(0.0)));
+ for (int i = 0; i < 4; i++) {
+ if (isnan(weights[i]) || isinf(weights[i])) {
+ weights[i] = 0.0;
+ }
+ }
color1 = colors[0] * weights[0];
color2 = colors[1] * weights[1];
diff --git a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
index 062a40f35c2..ccf6d6e2042 100644
--- a/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/shadow_vert.glsl
@@ -30,7 +30,7 @@ void main()
vec3 world_pos = pos;
#elif defined(POINTCLOUD_SHADER)
pointcloud_get_pos_and_radius(pointPosition, pointRadius);
- pointID = gl_VertexID;
+ pointID = pointcloud_get_point_id();
#else
vec3 world_pos = point_object_to_world(pos);
#endif
diff --git a/source/blender/draw/engines/eevee/shaders/surface_vert.glsl b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
index 8f49c7bd265..7a22b2c53d7 100644
--- a/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
+++ b/source/blender/draw/engines/eevee/shaders/surface_vert.glsl
@@ -37,7 +37,7 @@ void main()
vec3 world_pos = pos;
#elif defined(POINTCLOUD_SHADER)
pointcloud_get_pos_and_radius(pointPosition, pointRadius);
- pointID = gl_VertexID;
+ pointID = pointcloud_get_point_id();
#else
vec3 world_pos = point_object_to_world(pos);
#endif