Prevent division by zero in CAS sharpening shader#8532
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slimbuck merged 2 commits intoplaycanvas:mainfrom Mar 16, 2026
Merged
Prevent division by zero in CAS sharpening shader#8532slimbuck merged 2 commits intoplaycanvas:mainfrom
slimbuck merged 2 commits intoplaycanvas:mainfrom
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Pull request overview
Updates the Contrast Adaptive Sharpening (CAS) shader chunks to be more numerically robust in HDR mode by preventing problematic divisions during tone-map inversion and sharpening weight computation.
Changes:
- Clamp the
toHDRdenominator to avoid near-zero (or zero) divisions when converting SDR back to HDR. - Add a zero-guard around the sharpening amount computation to avoid dividing by
max_g == 0.
Reviewed changes
Copilot reviewed 2 out of 2 changed files in this pull request and generated 2 comments.
| File | Description |
|---|---|
| src/scene/shader-lib/wgsl/chunks/render-pass/frag/compose/compose-cas.js | Adds denominator clamp for HDR inversion and attempts to guard sharpening calculation in WGSL. |
| src/scene/shader-lib/glsl/chunks/render-pass/frag/compose/compose-cas.js | Adds denominator clamp for HDR inversion and guards sharpening calculation using a ternary in GLSL. |
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src/scene/shader-lib/wgsl/chunks/render-pass/frag/compose/compose-cas.js
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src/scene/shader-lib/wgsl/chunks/render-pass/frag/compose/compose-cas.js
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mvaligursky
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Summary
sharpening_amountcalculation againstmax_g == 0, which occurs when all samples in the cross pattern have zero green channel (black regions, pure red/blue areas, uninitialized textures)toHDRreverse tone mapping againstmaxComponent == 1.0to prevent a secondary division by zeroDetails
The CAS algorithm computes
sharpening_amount = sqrt(min(1.0 - max_g, min_g) / max_g). Whenmax_gis zero, this produces NaN, which propagates through the entire color calculation. GPUs render NaN as black, causing visible black artifacts wherever pixel neighborhoods lack green channel intensity.The fix applies to both GLSL (WebGL) and WGSL (WebGPU) shader variants:
When
max_gis zero there is no contrast to sharpen, so returning 0 is the correct behavior — the pixel passes through unmodified.