From 3cc2dc40b314324355394be202c38a20b931dac7 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Cl=C3=A9ment=20Foucault?= Date: Fri, 23 Oct 2020 02:00:41 +0200 Subject: Fix T81942 EEVEE: Reflection Plane glitch with low clip distances This was happening because the raytrace was not even being performed due to the tracing line being too small after frustum clipping. --- source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'source') diff --git a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl index db3497bd043..5f14f590128 100644 --- a/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl +++ b/source/blender/draw/engines/eevee/shaders/raytrace_lib.glsl @@ -115,9 +115,10 @@ void prepare_raycast(vec3 ray_origin, /* Clip to segment's end. */ max_time /= length(ss_step.xyz); - /* Clipping to frustum sides. */ max_time = min(max_time, line_unit_box_intersect_dist(ss_start.xyz, ss_step.xyz)); + /* Avoid no iteration. */ + max_time = max(max_time, 1.0); /* Convert to texture coords. Z component included * since this is how it's stored in the depth buffer. -- cgit v1.2.3