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-rw-r--r--modules/lightmapper_rd/lm_compute.glsl8
1 files changed, 8 insertions, 0 deletions
diff --git a/modules/lightmapper_rd/lm_compute.glsl b/modules/lightmapper_rd/lm_compute.glsl
index ce33f2ed1d..cccf7db96e 100644
--- a/modules/lightmapper_rd/lm_compute.glsl
+++ b/modules/lightmapper_rd/lm_compute.glsl
@@ -205,6 +205,14 @@ uint trace_ray(vec3 p_from, vec3 p_to
return RAY_ANY; //any hit good
#endif
+ vec3 position = p_from + dir * distance;
+ vec3 hit_cell = (position - params.to_cell_offset) * params.to_cell_size;
+ if (icell != ivec3(hit_cell)) {
+ // It's possible for the ray to hit a triangle in a position outside the bounds of the cell
+ // if it's large enough to cover multiple ones. The hit must be ignored if this is the case.
+ continue;
+ }
+
#if defined(MODE_UNOCCLUDE) || defined(MODE_BOUNCE_LIGHT) || defined(MODE_LIGHT_PROBES)
if (!backface) {
// the case of meshes having both a front and back face in the same plane is more common than