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Diffstat (limited to 'src/Runtime/res/effectlib/flakeNoiseTexture.glsllib')
-rw-r--r--src/Runtime/res/effectlib/flakeNoiseTexture.glsllib8
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 ) ) );