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Diffstat (limited to 'source/blender/gpu/shaders/material')
-rw-r--r--source/blender/gpu/shaders/material/gpu_shader_material_tex_voronoi.glsl15
1 files changed, 7 insertions, 8 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 0d8847176c9..470ce1a1fa7 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
@@ -158,14 +158,13 @@ void node_tex_voronoi_distance_to_edge_1d(vec3 coord,
float cellPosition = floor(scaledCoord);
float localPosition = scaledCoord - cellPosition;
- float minDistance = 8.0;
- for (int i = -1; i <= 1; i++) {
- float cellOffset = float(i);
- float pointPosition = cellOffset + hash_float_to_float(cellPosition + cellOffset) * randomness;
- float distanceToPoint = voronoi_distance(pointPosition, localPosition, metric, exponent);
- minDistance = min(distanceToPoint, minDistance);
- }
- outDistance = minDistance;
+ float midPointPosition = hash_float_to_float(cellPosition) * randomness;
+ float leftPointPosition = -1.0 + hash_float_to_float(cellPosition - 1.0) * randomness;
+ float rightPointPosition = 1.0 + hash_float_to_float(cellPosition + 1.0) * randomness;
+ float distanceToMidLeft = distance((midPointPosition + leftPointPosition) / 2.0, localPosition);
+ float distanceToMidRight = distance((midPointPosition + rightPointPosition) / 2.0, localPosition);
+
+ outDistance = min(distanceToMidLeft, distanceToMidRight);
}
void node_tex_voronoi_n_sphere_radius_1d(vec3 coord,