From 8fa65ed31b7f3aa52669be267f431f0888baa06b Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Wed, 5 Jun 2019 21:31:19 +0200 Subject: Fix T65118 Eevee: NaN when using bent normals --- .../blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl index 944caca6dab..acfc2af93ee 100644 --- a/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/ambient_occlusion_lib.glsl @@ -198,8 +198,8 @@ void gtao_deferred( dirs.xy = get_ao_dir(noise.x * 0.5); dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5); - bent_normal = vec3(0.0); - visibility = 0.0; + bent_normal = normal * 1e-8; + visibility = 1e-8; horizons = unpack_horizons(horizons); @@ -217,8 +217,8 @@ void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3 vec2 max_dir = get_max_dir(position.z); vec2 dir = get_ao_dir(noise.x); - bent_normal = vec3(0.0); - visibility = 0.0; + bent_normal = normal * 1e-8; + visibility = 1e-8; /* Only trace in 2 directions. May lead to a darker result but since it's mostly for * alpha blended objects that will have overdraw, we limit the performance impact. */ -- cgit v1.2.3