#if ENVMAP_ENABLED uniform samplerCube envmap; #endif vec3 envmap_color( vec3 normal ) { #if ENVMAP_ENABLED vec3 refvec = reflect(f_pos.xyz, normal); // view space refvec = vec3(inv_view * vec4(refvec, 0.0)); // world space vec3 envcolor = texture(envmap, refvec).rgb; // Sanitize. The env cubemap can briefly contain NaN/Inf after a // reflection-pass regeneration (m_empty_cubemap was bound during the // face render and on NVIDIA can sample as undefined). Without this // guard, a single bad texel propagates through env_reflection in // apply_lights() and produces one-frame black flashes on glossy // (esp. specgloss) surfaces. if (any(isnan(envcolor)) || any(isinf(envcolor))) envcolor = vec3(0.0); envcolor = max(envcolor, vec3(0.0)); #else vec3 envcolor = vec3(0.5); #endif return envcolor; } // Roughness-aware env map lookup — uses mip levels for blurry reflections. // lod 0.0 = mirror sharp, lod ~8.0 = fully diffuse blur. vec3 envmap_color_lod(vec3 fragnormal, float lod) { #if ENVMAP_ENABLED vec3 refvec = reflect(f_pos.xyz, fragnormal); // view space — matches envmap_color exactly refvec = vec3(inv_view * vec4(refvec, 0.0)); // world space — was missing vec3 envcolor = textureLod(envmap, refvec, lod).rgb; // See envmap_color() above — same NaN/Inf sanitize, also needed here // because mipmap generation propagates a single NaN texel across the // whole mip chain. if (any(isnan(envcolor)) || any(isinf(envcolor))) envcolor = vec3(0.0); return max(envcolor, vec3(0.0)); #else return vec3(0.5); // was vec3(0.0), match the non-LOD fallback #endif }