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Diffstat (limited to 'source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl
index f25691c1a83..95f2be4bd44 100644
--- a/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl
+++ b/source/blender/gpu/shaders/material/gpu_shader_material_fractal_noise.glsl
@@ -5,7 +5,7 @@ float fractal_noise(float p, float octaves, float roughness)
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
- octaves = clamp(octaves, 0.0, 16.0);
+ octaves = clamp(octaves, 0.0, 15.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
@@ -34,7 +34,7 @@ float fractal_noise(vec2 p, float octaves, float roughness)
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
- octaves = clamp(octaves, 0.0, 16.0);
+ octaves = clamp(octaves, 0.0, 15.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
@@ -63,7 +63,7 @@ float fractal_noise(vec3 p, float octaves, float roughness)
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
- octaves = clamp(octaves, 0.0, 16.0);
+ octaves = clamp(octaves, 0.0, 15.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);
@@ -92,7 +92,7 @@ float fractal_noise(vec4 p, float octaves, float roughness)
float amp = 1.0;
float maxamp = 0.0;
float sum = 0.0;
- octaves = clamp(octaves, 0.0, 16.0);
+ octaves = clamp(octaves, 0.0, 15.0);
int n = int(octaves);
for (int i = 0; i <= n; i++) {
float t = noise(fscale * p);