diff options
Diffstat (limited to 'intern/cycles/kernel/shaders/node_noise_texture.osl')
-rw-r--r-- | intern/cycles/kernel/shaders/node_noise_texture.osl | 20 |
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); |