diff --git a/src/Shaders/HSV.shader b/src/Shaders/HSV.shader index a9a2bd1bd..057fb2672 100644 --- a/src/Shaders/HSV.shader +++ b/src/Shaders/HSV.shader @@ -1,4 +1,3 @@ - shader_type canvas_item; render_mode unshaded; @@ -47,14 +46,14 @@ void fragment() { hsb.y = mix(hsb.y, 1 , sat_shift_amount); } else if (sat_shift_amount < 0.0) { - hsb.y = mix(0, hsb.y , 1f - abs(sat_shift_amount)); + hsb.y = mix(0, hsb.y , 1.0 - abs(sat_shift_amount)); } if(val_shift_amount > 0.0) { hsb.z = mix(hsb.z, 1 , val_shift_amount); } else if (val_shift_amount < 0.0) { - hsb.z = mix(0, hsb.z , 1f - abs(val_shift_amount)); + hsb.z = mix(0, hsb.z , 1.0 - abs(val_shift_amount)); } diff --git a/src/Shaders/Invert.shader b/src/Shaders/Invert.shader index fc214362b..917f650e2 100644 --- a/src/Shaders/Invert.shader +++ b/src/Shaders/Invert.shader @@ -14,13 +14,13 @@ void fragment() { vec4 selection_color = texture(selection, UV); vec4 col = original_color; if (red) - col.r = 1f - col.r; + col.r = 1.0 - col.r; if (green) - col.g = 1f - col.g; + col.g = 1.0 - col.g; if (blue) - col.b = 1f - col.b; + col.b = 1.0 - col.b; if (alpha) - col.a = 1f - col.a; + col.a = 1.0 - col.a; vec4 output = mix(original_color.rgba, col, selection_color.a); COLOR = output;