From 71317b8579385142c2a1cbad70a68cf661408855 Mon Sep 17 00:00:00 2001 From: Dmitry Kostenko Date: Sat, 22 Jan 2022 17:18:27 +0100 Subject: [PATCH] Make sure nightRatio is always greater than zero. To avoid underfined behavior of GLSL pow() --- client/shaders/nodes_shader/opengl_fragment.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 9ee88eb39..762a676c6 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -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);