Merge pull request #69985 from clayjohn/mobile-rim
Ensure that rim lighting uses an exponent base greater than zero
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@ -134,7 +134,8 @@ void light_compute(vec3 N, vec3 L, vec3 V, float A, vec3 light_color, float atte
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#endif
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#if defined(LIGHT_RIM_USED)
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float rim_light = pow(max(0.0, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
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// Epsilon min to prevent pow(0, 0) singularity which results in undefined behavior.
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float rim_light = pow(max(1e-4, 1.0 - cNdotV), max(0.0, (1.0 - roughness) * 16.0));
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diffuse_light += rim_light * rim * mix(vec3(1.0), albedo, rim_tint) * light_color;
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#endif
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