Fix T65118 Eevee: NaN when using bent normals
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@ -198,8 +198,8 @@ void gtao_deferred(
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dirs.xy = get_ao_dir(noise.x * 0.5);
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dirs.zw = get_ao_dir(noise.x * 0.5 + 0.5);
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bent_normal = vec3(0.0);
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visibility = 0.0;
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bent_normal = normal * 1e-8;
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visibility = 1e-8;
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horizons = unpack_horizons(horizons);
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@ -217,8 +217,8 @@ void gtao(vec3 normal, vec3 position, vec4 noise, out float visibility, out vec3
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vec2 max_dir = get_max_dir(position.z);
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vec2 dir = get_ao_dir(noise.x);
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bent_normal = vec3(0.0);
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visibility = 0.0;
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bent_normal = normal * 1e-8;
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visibility = 1e-8;
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/* Only trace in 2 directions. May lead to a darker result but since it's mostly for
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* alpha blended objects that will have overdraw, we limit the performance impact. */
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