NaN in shader - fixed

This commit is contained in:
Mikulas Florek 2021-01-30 00:42:02 +01:00
parent 7db51b12f0
commit c93cd167bb

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@ -368,7 +368,7 @@ vec3 computeDirectLight(Surface surface, vec3 L, vec3 light_color)
// V Smith GGX height-correlated approximation
float GGXV = ndotl * (ndotv * (1.0 - a) + a);
float GGXL = ndotv * (ndotl * (1.0 - a) + a);
float V = 0.5 / (GGXV + GGXL);
float V = 0.5 / max(1e-5, (GGXV + GGXL));
// F Schlick
vec3 F = F_Schlick(hdotv, F0);// mix(F0, vec3(1), pow(1.0 - hdotv, 5.0));