diff --git a/Shaders/std/math.glsl b/Shaders/std/math.glsl index e052cb16..93293401 100755 --- a/Shaders/std/math.glsl +++ b/Shaders/std/math.glsl @@ -20,8 +20,8 @@ float rand(const vec2 co) { // Unreliable } vec2 rand2(const vec2 coord) { - const float width = 1100; - const float height = 500; + const float width = 1100.0; + const float height = 500.0; float noiseX = ((fract(1.0 - coord.s * (width / 2.0)) * 0.25) + (fract(coord.t * (height / 2.0)) * 0.75)) * 2.0 - 1.0; float noiseY = ((fract(1.0 - coord.s * (width / 2.0)) * 0.75) + (fract(coord.t * (height / 2.0)) * 0.25)) * 2.0 - 1.0; return vec2(noiseX, noiseY);