diff options
Diffstat (limited to 'src/Runtime/res/effectlib/flakeNoiseTexture.glsllib')
-rw-r--r-- | src/Runtime/res/effectlib/flakeNoiseTexture.glsllib | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/src/Runtime/res/effectlib/flakeNoiseTexture.glsllib b/src/Runtime/res/effectlib/flakeNoiseTexture.glsllib index 7a73968e..92f15d30 100644 --- a/src/Runtime/res/effectlib/flakeNoiseTexture.glsllib +++ b/src/Runtime/res/effectlib/flakeNoiseTexture.glsllib @@ -34,11 +34,11 @@ texture_return flakeNoiseTexture( in texture_coordinate_info uvw, in float inten vec3 grad = miNoise( tex ).xyz; // displace coordinate according to noise value - tex += 2.0f * grad; + tex += 2.0 * grad; // then use only integer coordinates, to make flakes transients harder and not wobbly vec4 noise = miNoise( floor( tex ) ); - float s = pow( noise.w, 1.0f / density ) * intensity; + float s = pow( noise.w, 1.0 / density ) * intensity; texture_return tr; tr.tint = vec3( noise.x, noise.y, noise.z ); @@ -53,11 +53,11 @@ texture_return flakeNoiseAndBumpTexture( in texture_coordinate_info uvw, in floa vec3 grad = miNoise( tex ).xyz; // displace coordinate according to noise value - tex += 2.0f * grad; + tex += 2.0 * grad; // then use only integer coordinates, to make flakes transients harder and not wobbly vec4 noise = miNoise( round( tex ) ); - float s = pow( noise.w, 1.0f / density ) * intensity; + float s = pow( noise.w, 1.0 / density ) * intensity; texture_return tr; tr.tint = normalize( normal/strength + ( uvw.tangent_u * grad.x + uvw.tangent_v * grad.y + normal * abs( grad.z ) ) ); |