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fix NaN issue in apply_point_glow_light
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@ -18,7 +18,7 @@ void apply_point_glow_light(Light L, vec3 wpos, vec3 dir, float max_dist, inout
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#if (CLOUD_MODE >= CLOUD_MODE_HIGH)
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vec3 _unused;
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float unused2;
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float spread = 1.0 / (1.0 + sqrt(cloud_at(nearest, 0.0, _unused, unused2).z) * 0.01);
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float spread = 1.0 / (1.0 + sqrt(max(cloud_at(nearest, 0.0, _unused, unused2).z, 0.0)) * 0.01);
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#else
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const float spread = 1.0;
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#endif
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