diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_bxdf_microfacet_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_bxdf_microfacet_lib.glsl index fa962e25bf4..e6cd9623525 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_bxdf_microfacet_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_bxdf_microfacet_lib.glsl @@ -208,7 +208,9 @@ BsdfEval bxdf_ggx_eval(vec3 N, vec3 L, vec3 V, float alpha, float eta, const boo float k = (1.0 - a2) * s2 / (s2 + a2 * square(Vt.z)); eval.pdf = D / (2.0 * (k * Vt.z + t)); } - eval.pdf = D * (t - Vt.z) / (2.0 * len_ai_sqr); + else { + eval.pdf = D * (t - Vt.z) / (2.0 * len_ai_sqr); + } #if 0 /* Should work without going into tangent space. But is currently wrong. */ float sin_theta = sqrt(1.0 - square(NV));