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Diffstat (limited to 'intern/cycles/kernel/shaders/node_noise_texture.osl')
-rw-r--r--intern/cycles/kernel/shaders/node_noise_texture.osl20
1 files changed, 10 insertions, 10 deletions
diff --git a/intern/cycles/kernel/shaders/node_noise_texture.osl b/intern/cycles/kernel/shaders/node_noise_texture.osl
index e3da2d16371..6cff1cdab2c 100644
--- a/intern/cycles/kernel/shaders/node_noise_texture.osl
+++ b/intern/cycles/kernel/shaders/node_noise_texture.osl
@@ -59,7 +59,7 @@ float noise_texture(float co, float detail, float distortion, output color Color
{
float p = co;
if (distortion != 0.0) {
- p += safe_noise(p + random_float_offset(0.0)) * distortion;
+ p += safe_snoise(p + random_float_offset(0.0)) * distortion;
}
float value = fractal_noise(p, detail);
@@ -73,8 +73,8 @@ float noise_texture(vector2 co, float detail, float distortion, output color Col
{
vector2 p = co;
if (distortion != 0.0) {
- p += vector2(safe_noise(p + random_vector2_offset(0.0)) * distortion,
- safe_noise(p + random_vector2_offset(1.0)) * distortion);
+ p += vector2(safe_snoise(p + random_vector2_offset(0.0)) * distortion,
+ safe_snoise(p + random_vector2_offset(1.0)) * distortion);
}
float value = fractal_noise(p, detail);
@@ -88,9 +88,9 @@ float noise_texture(vector3 co, float detail, float distortion, output color Col
{
vector3 p = co;
if (distortion != 0.0) {
- p += vector3(safe_noise(p + random_vector3_offset(0.0)) * distortion,
- safe_noise(p + random_vector3_offset(1.0)) * distortion,
- safe_noise(p + random_vector3_offset(2.0)) * distortion);
+ p += vector3(safe_snoise(p + random_vector3_offset(0.0)) * distortion,
+ safe_snoise(p + random_vector3_offset(1.0)) * distortion,
+ safe_snoise(p + random_vector3_offset(2.0)) * distortion);
}
float value = fractal_noise(p, detail);
@@ -104,10 +104,10 @@ float noise_texture(vector4 co, float detail, float distortion, output color Col
{
vector4 p = co;
if (distortion != 0.0) {
- p += vector4(safe_noise(p + random_vector4_offset(0.0)) * distortion,
- safe_noise(p + random_vector4_offset(1.0)) * distortion,
- safe_noise(p + random_vector4_offset(2.0)) * distortion,
- safe_noise(p + random_vector4_offset(3.0)) * distortion);
+ p += vector4(safe_snoise(p + random_vector4_offset(0.0)) * distortion,
+ safe_snoise(p + random_vector4_offset(1.0)) * distortion,
+ safe_snoise(p + random_vector4_offset(2.0)) * distortion,
+ safe_snoise(p + random_vector4_offset(3.0)) * distortion);
}
float value = fractal_noise(p, detail);