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Diffstat (limited to 'modules/lightmapper_rd/lm_compute.glsl')
-rw-r--r--modules/lightmapper_rd/lm_compute.glsl27
1 files changed, 15 insertions, 12 deletions
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index 25b334c5eb..158cd960c4 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -94,13 +94,14 @@ params;
//check it, but also return distance and barycentric coords (for uv lookup)
bool ray_hits_triangle(vec3 from, vec3 dir, float max_dist, vec3 p0, vec3 p1, vec3 p2, out float r_distance, out vec3 r_barycentric) {
+ const float EPSILON = 0.00001;
const vec3 e0 = p1 - p0;
const vec3 e1 = p0 - p2;
vec3 triangle_normal = cross(e1, e0);
float n_dot_dir = dot(triangle_normal, dir);
- if (abs(n_dot_dir) < 0.01) {
+ if (abs(n_dot_dir) < EPSILON) {
return false;
}
@@ -148,7 +149,7 @@ uint trace_ray(vec3 p_from, vec3 p_to
ivec3 icell = ivec3(from_cell);
ivec3 iendcell = ivec3(to_cell);
vec3 dir_cell = normalize(rel_cell);
- vec3 delta = abs(1.0 / dir_cell); //vec3(length(rel_cell)) / rel_cell);
+ vec3 delta = min(abs(1.0 / dir_cell), params.grid_size); // use params.grid_size as max to prevent infinity values
ivec3 step = ivec3(sign(rel_cell));
vec3 side = (sign(rel_cell) * (vec3(icell) - from_cell) + (sign(rel_cell) * 0.5) + 0.5) * delta;
@@ -420,20 +421,22 @@ void main() {
light = textureLod(sampler2DArray(source_light, linear_sampler), uvw, 0.0).rgb;
active_rays += 1.0;
- } else if (trace_result == RAY_MISS && params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce
- // Did not hit a triangle, reach out for the sky
- vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
+ } else if (trace_result == RAY_MISS) {
+ if (params.env_transform[0][3] == 0.0) { // Use env_transform[0][3] to indicate when we are computing the first bounce
+ // Did not hit a triangle, reach out for the sky
+ vec3 sky_dir = normalize(mat3(params.env_transform) * ray_dir);
- vec2 st = vec2(
- atan(sky_dir.x, sky_dir.z),
- acos(sky_dir.y));
+ vec2 st = vec2(
+ atan(sky_dir.x, sky_dir.z),
+ acos(sky_dir.y));
- if (st.x < 0.0)
- st.x += PI * 2.0;
+ if (st.x < 0.0)
+ st.x += PI * 2.0;
- st /= vec2(PI * 2.0, PI);
+ st /= vec2(PI * 2.0, PI);
- light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ light = textureLod(sampler2D(environment, linear_sampler), st, 0.0).rgb;
+ }
active_rays += 1.0;
}