Eevee: Fix sampling direction calculation.

It was causing problems with the visibility filtering on Intel GPU.
This commit is contained in:
Clément Foucault
2017-12-06 10:45:12 +01:00
parent 7ca8af4cc8
commit 16b9e91bf1

View File

@@ -54,7 +54,7 @@ vec3 sample_ggx(vec3 rand, float a2)
{
/* Theta is the aperture angle of the cone */
float z = sqrt( (1.0 - rand.x) / ( 1.0 + a2 * rand.x - rand.x ) ); /* cos theta */
float r = sqrt( 1.0 - z * z ); /* sin theta */
float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */
float x = r * rand.y;
float y = r * rand.z;
@@ -82,7 +82,7 @@ vec3 sample_hemisphere(float nsample, vec3 N, vec3 T, vec3 B)
vec3 Xi = hammersley_3d(nsample);
float z = Xi.x; /* cos theta */
float r = sqrt( 1.0f - z*z ); /* sin theta */
float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */
float x = r * Xi.y;
float y = r * Xi.z;
@@ -96,7 +96,7 @@ vec3 sample_cone(float nsample, float angle, vec3 N, vec3 T, vec3 B)
vec3 Xi = hammersley_3d(nsample);
float z = cos(angle * Xi.x); /* cos theta */
float r = sqrt( 1.0f - z*z ); /* sin theta */
float r = sqrt(max(0.0, 1.0f - z*z)); /* sin theta */
float x = r * Xi.y;
float y = r * Xi.z;