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-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl8
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);