fix spot dir nan again (#7176)

# Objective

fix error with shadow shader's spotlight direction calculation when direction.y ~= 0
fixes #7152

## Solution

same as #6167: in shadows.wgsl, clamp 1-x^2-z^2 to >= 0 so that we can safely sqrt it
This commit is contained in:
robtfm 2023-01-13 17:06:24 +00:00
parent 008c156991
commit 0af8e1c211

View file

@ -49,7 +49,7 @@ fn fetch_spot_shadow(light_id: u32, frag_position: vec4<f32>, surface_normal: ve
// construct the light view matrix // construct the light view matrix
var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y); var spot_dir = vec3<f32>((*light).light_custom_data.x, 0.0, (*light).light_custom_data.y);
// reconstruct spot dir from x/z and y-direction flag // reconstruct spot dir from x/z and y-direction flag
spot_dir.y = sqrt(1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z); spot_dir.y = sqrt(max(0.0, 1.0 - spot_dir.x * spot_dir.x - spot_dir.z * spot_dir.z));
if (((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u) { if (((*light).flags & POINT_LIGHT_FLAGS_SPOT_LIGHT_Y_NEGATIVE) != 0u) {
spot_dir.y = -spot_dir.y; spot_dir.y = -spot_dir.y;
} }