You've already forked godot
mirror of
https://github.com/godotengine/godot.git
synced 2025-11-04 12:00:25 +00:00
Clamp normal when calculating 2D lighting to avoid artifacts
This commit is contained in:
@@ -508,7 +508,7 @@ void main() {
|
||||
if (bool(draw_data.flags & FLAGS_FLIP_V)) {
|
||||
normal.y = -normal.y;
|
||||
}
|
||||
normal.z = sqrt(1.0 - dot(normal.xy, normal.xy));
|
||||
normal.z = sqrt(max(0.0, 1.0 - dot(normal.xy, normal.xy)));
|
||||
normal_used = true;
|
||||
} else {
|
||||
normal = vec3(0.0, 0.0, 1.0);
|
||||
|
||||
Reference in New Issue
Block a user