Make sure nightRatio is always greater than zero.

To avoid underfined behavior of GLSL pow()
This commit is contained in:
Dmitry Kostenko 2022-01-22 17:18:27 +01:00 committed by x2048
parent f8cef52ea0
commit 71317b8579
1 changed files with 1 additions and 1 deletions

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@ -512,7 +512,7 @@ void main(void)
// turns out that nightRatio falls off much faster than
// actual brightness of artificial light in relation to natual light.
// Power ratio was measured on torches in MTG (brightness = 14).
float adjusted_night_ratio = pow(nightRatio, 0.6);
float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
if (f_normal_length != 0 && cosLight < 0.035) {
shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, 0.035)/0.035);