GLSL: Fix voronoi texture giving different results form rendered
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@ -2403,6 +2403,12 @@ int floor_to_int(float x)
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{
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return int(floor(x));
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}
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int quick_floor(float x)
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{
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return int(x) - ((x < 0) ? 1 : 0);
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}
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#ifdef BIT_OPERATIONS
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float integer_noise(int n)
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{
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@ -2453,9 +2459,9 @@ float bits_to_01(uint bits)
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float cellnoise(vec3 p)
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{
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int ix = floor_to_int(p.x);
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int iy = floor_to_int(p.y);
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int iz = floor_to_int(p.z);
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int ix = quick_floor(p.x);
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int iy = quick_floor(p.y);
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int iz = quick_floor(p.z);
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return bits_to_01(hash(uint(ix), uint(iy), uint(iz)));
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}
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