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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.glsl10
1 files changed, 7 insertions, 3 deletions
diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl
index acece2e639..340a1f24d2 100644
--- a/drivers/gles3/shaders/scene.glsl
+++ b/drivers/gles3/shaders/scene.glsl
@@ -810,6 +810,9 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
vec2 screen_rel = to_screen - from_screen;
+ if (length(screen_rel)<0.00001)
+ return 1.0; //too small, don't do anything
+
/*float pixel_size; //approximate pixel size
if (screen_rel.x > screen_rel.y) {
@@ -825,15 +828,16 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
vec2 pixel_incr = normalize(screen_rel)*screen_pixel_size;
- float steps = length(screen_rel) / length(pixel_incr);
+ float steps = length(screen_rel) / length(pixel_incr);
+ steps = min(2000.0,steps); //put a limit to avoid freezing in some strange situation
//steps=10.0;
vec4 incr = (dest - source)/steps;
float ratio=0.0;
float ratio_incr = 1.0/steps;
- do {
+ while(steps>0.0) {
source += incr*2.0;
bias+=incr*2.0;
@@ -851,7 +855,7 @@ float contact_shadow_compute(vec3 pos, vec3 dir, float max_distance) {
ratio+=ratio_incr;
steps-=1.0;
- } while (steps>0.0);
+ }
return 1.0;
}