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@@ -1307,7 +1307,7 @@ void reflection_process(int idx, vec3 vertex, vec3 normal,vec3 binormal, vec3 ta
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//make blend more rounded
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blend=mix(length(inner_pos),blend,blend);
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blend*=blend;
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- blend=1.001-blend;
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+ blend=max(0.0, 1.0-blend);
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if (reflections[idx].params.x>0.0){// compute reflection
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@@ -1476,7 +1476,7 @@ void gi_probe_compute(mediump sampler3D probe, mat4 probe_xform, vec3 bounds,vec
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}
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vec3 blendv = abs(probe_pos/bounds * 2.0 - 1.0);
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- float blend = 1.001-max(blendv.x,max(blendv.y,blendv.z));
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+ float blend = clamp(1.0-max(blendv.x,max(blendv.y,blendv.z)), 0.0, 1.0);
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//float blend=1.0;
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float max_distance = length(bounds);
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