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path: root/drivers/gles3/shaders/scene.glsl
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Diffstat (limited to 'drivers/gles3/shaders/scene.glsl')
-rw-r--r--drivers/gles3/shaders/scene.glsl7
1 files changed, 4 insertions, 3 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index 1b922fa726..52ff70f746 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -564,10 +564,10 @@ uniform highp samplerCubeShadow positional_shadow; // texunit:-4
#ifdef USE_MULTIVIEW
uniform highp sampler2DArray depth_buffer; // texunit:-6
-uniform highp sampler2DArray screen_texture; // texunit:-5
+uniform highp sampler2DArray color_buffer; // texunit:-5
#else
uniform highp sampler2D depth_buffer; // texunit:-6
-uniform highp sampler2D screen_texture; // texunit:-5
+uniform highp sampler2D color_buffer; // texunit:-5
#endif
uniform highp mat4 world_transform;
@@ -690,7 +690,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
#endif
#if defined(LIGHT_RIM_USED)
- float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
+ // Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
+ float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
#endif
}