Fix T101438: Wrong LOD selection after clamping the mip value (Nvidia)
Fix for T101438 Clamping the mip seems to always set it to 9.0. I couldn't find an alternative way to avoid triggering the error (ie. min(mip, 9.0)). In any case, the results with this patch applied look the same to the (correct) ones on AMD. And, since clamping the max mip to a hardcoded value could result in resolution-depended behavior, I guess disabling the clamp should be ok anyway. Reviewed By: fclem Maniphest Tasks: T101438 Differential Revision: https://developer.blender.org/D16129
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blender-bot
2023-02-14 03:21:27 +01:00
Referenced by issue #101438, Eevee: Screen Space Refraction Artefacts when using low roughness and refraction depth
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@ -79,7 +79,10 @@ vec4 screen_space_refraction(vec3 vP, vec3 N, vec3 V, float ior, float roughness
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/* Texel footprint */
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vec2 texture_size = vec2(textureSize(refractColorBuffer, 0).xy) / hizUvScale.xy;
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float mip = clamp(log2(cone_footprint * max(texture_size.x, texture_size.y)), 0.0, 9.0);
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float mip = log2(cone_footprint * max(texture_size.x, texture_size.y));
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// Disabled. Causes incorrect LOD sampling on Nvidia cards. (T101438)
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// mip = clamp(mip, 0.0, 9.0);
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vec3 spec = textureLod(refractColorBuffer, hit_uvs * hizUvScale.xy, mip).xyz;
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float mask = screen_border_mask(hit_uvs);
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