From cc36a144071a86c1dafd18038884acb2cccc6abd Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Dominik=20Bro=C5=84ski?= Date: Sun, 9 Jan 2022 01:03:05 +0000 Subject: [PATCH] Fixes NaN in shader code which produced black sprites visible through blocks --- assets/voxygen/shaders/include/sky.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/assets/voxygen/shaders/include/sky.glsl b/assets/voxygen/shaders/include/sky.glsl index e80782098a..1e8831657e 100644 --- a/assets/voxygen/shaders/include/sky.glsl +++ b/assets/voxygen/shaders/include/sky.glsl @@ -363,7 +363,7 @@ float get_sun_diffuse2(DirectionalLight sun_info, DirectionalLight moon_info, ve // // H_t = H_b R_b + H_d R_d + (H_b + H_d) R_r float sin_beta = dot(vec3(0, 1, 0), norm); - float R_b = sqrt(1.0 - sin_beta * sin_beta); + float R_b = sqrt(max(0.0, 1.0 - sin_beta * sin_beta)); // Rough estimate of diffuse reflectance of rest of ground. // NOTE: zeta should be close to 0.7 with snow cover, 0.2 normally? Maybe? vec3 zeta = max(vec3(0.2), k_d * (1.0 - k_s));//vec3(0.2);// k_d * (1.0 - k_s);