diff --git a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl index b439834023b..3b4461cfde1 100644 --- a/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl +++ b/source/blender/draw/engines/eevee_next/shaders/eevee_shadow_tracing_lib.glsl @@ -173,7 +173,7 @@ ShadowRayDirectional shadow_ray_generate_directional( direction = shadow_ray_above_horizon_ensure(direction, lNg, max_tracing_distance); /* It only make sense to trace where there can be occluder. Clamp by distance to near plane. */ - direction *= saturate(dist_to_near_plane / direction.z) + 0.0001; + direction *= max(texel_radius, dist_to_near_plane / direction.z); ShadowRayDirectional ray; ray.origin = lP;