]> git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - shader_glsl.h
make sure gloss never calculates 0^0
[xonotic/darkplaces.git] / shader_glsl.h
index cfc1c64ac838f25e72a97f8e07c6271ac33a00b9..0c01478efe89a60d8ba68350d4826b9e3f46fb56 100644 (file)
@@ -43,6 +43,9 @@
 "#define highp\n"
 "#endif\n"
 "\n"
+"// not REALLY the smallest value (2^-62 would be correct), but short and any compiler failing at parsing this is broken\n"
+"#define FLT_MIN 0.000000000000000001\n"
+"\n"
 "#ifdef VERTEX_SHADER\n"
 "dp_attribute vec4 Attrib_Position;  // vertex\n"
 "dp_attribute vec4 Attrib_Color;     // color\n"
 "      // calculate directional shading\n"
 "      vec3 eyevector = position * -1.0;\n"
 "#  ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, 0.0)), SpecularPower * normalmap.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(eyevector)))*-1.0, FLT_MIN)), SpecularPower * normalmap.a);\n"
 "#  else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(eyevector)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * normalmap.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * normalmap.a);\n"
 "#  endif\n"
 "#endif\n"
 "\n"
 "      color.rgb = diffusetex * (Color_Ambient + diffuse * Color_Diffuse);\n"
 "#ifdef USESPECULAR\n"
 "#ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, FLT_MIN)), SpecularPower * glosstex.a);\n"
 "#else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * glosstex.a);\n"
 "#endif\n"
 "      color.rgb += glosstex.rgb * (specular * Color_Specular);\n"
 "#endif\n"
 "      myhalf diffuse = cast_myhalf(max(float(dot(surfacenormal, lightnormal)), 0.0));\n"
 "#  ifdef USESPECULAR\n"
 "#   ifdef USEEXACTSPECULARMATH\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, 0.0)), SpecularPower * glosstex.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(reflect(lightnormal, surfacenormal), normalize(EyeVectorFogDepth.xyz)))*-1.0, FLT_MIN)), SpecularPower * glosstex.a);\n"
 "#   else\n"
 "      myhalf3 specularnormal = normalize(lightnormal + cast_myhalf3(normalize(EyeVectorFogDepth.xyz)));\n"
-"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), 0.0)), SpecularPower * glosstex.a);\n"
+"      myhalf specular = pow(cast_myhalf(max(float(dot(surfacenormal, specularnormal)), FLT_MIN)), SpecularPower * glosstex.a);\n"
 "#   endif\n"
 "      color.rgb = diffusetex * Color_Ambient + (diffusetex * Color_Diffuse * diffuse + glosstex.rgb * Color_Specular * specular) * lightcolor;\n"
 "#  else\n"