Adding code that prevents nans occuring due to precision issues
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@@ -79,9 +79,9 @@ float4 Shadow::GetJitterUnitVectorDepthDiffBase(
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return float4(0., 0., 0., 0.);
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}
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const float3 v_M = v_M0 / v_M0_length;
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const float cosTheta = dot(normalVector, v_M);
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const float cosTheta = saturate(dot(normalVector, v_M));
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const float sinTheta = sqrt(1 - cosTheta * cosTheta);
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if (sinTheta == 0.)
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if (sinTheta < 0.001)
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{
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return float4(0., 0., 0., 0.);
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}
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