Merge pull request #76240 from clayjohn/Light2D-artifacts
Clamp normal when calculating 2D lighting to avoid artifacts
This commit is contained in:
commit
27253f3eb2
2 changed files with 2 additions and 2 deletions
|
@ -589,7 +589,7 @@ void main() {
|
|||
if (bool(read_draw_data_flags & FLAGS_FLIP_V)) {
|
||||
normal.y = -normal.y;
|
||||
}
|
||||
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
|
||||
normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
|
||||
normal_used = true;
|
||||
} else {
|
||||
normal = vec3(0.0, 0.0, 1.0);
|
||||
|
|
|
@ -508,7 +508,7 @@ void main() {
|
|||
if (bool(draw_data.flags & FLAGS_FLIP_V)) {
|
||||
normal.y = -normal.y;
|
||||
}
|
||||
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
|
||||
normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
|
||||
normal_used = true;
|
||||
} else {
|
||||
normal = vec3(0.0, 0.0, 1.0);
|
||||
|
|
Loading…
Reference in a new issue