diff options
-rw-r--r-- | source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl index 0f69a4b9aa0..c8219848e29 100644 --- a/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl +++ b/source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl @@ -72,7 +72,7 @@ void node_tex_voronoi_smooth_f1_1d(vec3 coord, out float outRadius) { randomness = clamp(randomness, 0.0, 1.0); - smoothness = clamp(smoothness / 2.0, 0, 0.5); + smoothness = clamp(smoothness / 2.0, 0.0, 0.5); float scaledCoord = w * scale; float cellPosition = floor(scaledCoord); @@ -301,7 +301,7 @@ void node_tex_voronoi_smooth_f1_2d(vec3 coord, out float outRadius) { randomness = clamp(randomness, 0.0, 1.0); - smoothness = clamp(smoothness / 2.0, 0, 0.5); + smoothness = clamp(smoothness / 2.0, 0.0, 0.5); vec2 scaledCoord = coord.xy * scale; vec2 cellPosition = floor(scaledCoord); @@ -565,7 +565,7 @@ void node_tex_voronoi_smooth_f1_3d(vec3 coord, out float outRadius) { randomness = clamp(randomness, 0.0, 1.0); - smoothness = clamp(smoothness / 2.0, 0, 0.5); + smoothness = clamp(smoothness / 2.0, 0.0, 0.5); vec3 scaledCoord = coord * scale; vec3 cellPosition = floor(scaledCoord); @@ -852,7 +852,7 @@ void node_tex_voronoi_smooth_f1_4d(vec3 coord, out float outRadius) { randomness = clamp(randomness, 0.0, 1.0); - smoothness = clamp(smoothness / 2.0, 0, 0.5); + smoothness = clamp(smoothness / 2.0, 0.0, 0.5); vec4 scaledCoord = vec4(coord, w) * scale; vec4 cellPosition = floor(scaledCoord); |