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author | Dmitry Kostenko <codeforsmile@gmail.com> | 2022-01-22 17:18:27 +0100 |
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committer | x2048 <codeforsmile@gmail.com> | 2022-01-22 18:52:12 +0100 |
commit | 71317b8579385142c2a1cbad70a68cf661408855 (patch) | |
tree | dc1df70617d3657c6550d24b09066b3affb1a008 /client/shaders/nodes_shader | |
parent | f8cef52ea07de6a6ccaa6f9a853a8e5ccaaff4ce (diff) | |
download | minetest-71317b8579385142c2a1cbad70a68cf661408855.tar.gz minetest-71317b8579385142c2a1cbad70a68cf661408855.tar.bz2 minetest-71317b8579385142c2a1cbad70a68cf661408855.zip |
Make sure nightRatio is always greater than zero.
To avoid underfined behavior of GLSL pow()
Diffstat (limited to 'client/shaders/nodes_shader')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
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); |