Merge branch 'master' into blender2.8
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@@ -3112,10 +3112,10 @@ vec2 calc_brick_texture(vec3 p, float mortar_size, float mortar_smooth, float bi
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float tint = clamp((integer_noise((rownum << 16) + (bricknum & 0xFFFF)) + bias), 0.0, 1.0);
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float min_dist = min(min(x, y), min(brick_width - x, row_height - y));
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if(min_dist >= mortar_size) {
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if (min_dist >= mortar_size) {
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return vec2(tint, 0.0);
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}
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else if(mortar_smooth == 0.0) {
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else if (mortar_smooth == 0.0) {
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return vec2(tint, 1.0);
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}
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else {
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