From 66cb20a7f39e85629c18f5f37cb040d155efa452 Mon Sep 17 00:00:00 2001 From: James Canete Date: Mon, 5 Jul 2021 21:50:39 -0700 Subject: [PATCH] Add epsilon to avoid division by zero in CalcSpecular(). --- code/renderergl2/glsl/lightall_fp.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/code/renderergl2/glsl/lightall_fp.glsl b/code/renderergl2/glsl/lightall_fp.glsl index 26f9a995..a6a6f133 100644 --- a/code/renderergl2/glsl/lightall_fp.glsl +++ b/code/renderergl2/glsl/lightall_fp.glsl @@ -201,7 +201,7 @@ vec3 CalcSpecular(vec3 specular, float NH, float EH, float roughness) float rr = roughness*roughness; float rrrr = rr*rr; float d = (NH * NH) * (rrrr - 1.0) + 1.0; - float v = (EH * EH) * (roughness + 0.5); + float v = (EH * EH) * (roughness + 0.5) + EPSILON; return specular * (rrrr / (4.0 * d * d * v)); }