Fix T95003: Shader issue using voronoi noise.

Cause of the issue isn't that clear, but the NVIDIA GLSL compiler
complained that it couldn't find an overloaded function when the second
parameter is an interger. This change fixes it by using a float.
This commit is contained in:
Jeroen Bakker 2022-01-18 14:29:46 +01:00
parent 0d7b3ed39c
commit dfe22a53bb
Notes: blender-bot 2023-02-14 06:00:51 +01:00
Referenced by issue #95003, Regression: Proper material shown as magenta
1 changed files with 4 additions and 4 deletions

View File

@ -72,7 +72,7 @@ void node_tex_voronoi_smooth_f1_1d(vec3 coord,
out float outRadius)
{
randomness = clamp(randomness, 0.0, 1.0);
smoothness = clamp(smoothness / 2.0, 0, 0.5);
smoothness = clamp(smoothness / 2.0, 0.0, 0.5);
float scaledCoord = w * scale;
float cellPosition = floor(scaledCoord);
@ -301,7 +301,7 @@ void node_tex_voronoi_smooth_f1_2d(vec3 coord,
out float outRadius)
{
randomness = clamp(randomness, 0.0, 1.0);
smoothness = clamp(smoothness / 2.0, 0, 0.5);
smoothness = clamp(smoothness / 2.0, 0.0, 0.5);
vec2 scaledCoord = coord.xy * scale;
vec2 cellPosition = floor(scaledCoord);
@ -565,7 +565,7 @@ void node_tex_voronoi_smooth_f1_3d(vec3 coord,
out float outRadius)
{
randomness = clamp(randomness, 0.0, 1.0);
smoothness = clamp(smoothness / 2.0, 0, 0.5);
smoothness = clamp(smoothness / 2.0, 0.0, 0.5);
vec3 scaledCoord = coord * scale;
vec3 cellPosition = floor(scaledCoord);
@ -852,7 +852,7 @@ void node_tex_voronoi_smooth_f1_4d(vec3 coord,
out float outRadius)
{
randomness = clamp(randomness, 0.0, 1.0);
smoothness = clamp(smoothness / 2.0, 0, 0.5);
smoothness = clamp(smoothness / 2.0, 0.0, 0.5);
vec4 scaledCoord = vec4(coord, w) * scale;
vec4 cellPosition = floor(scaledCoord);