diff --git a/files/shaders/water_fragment.glsl b/files/shaders/water_fragment.glsl index 5d42a2bdb1..5e50b4f7b2 100644 --- a/files/shaders/water_fragment.glsl +++ b/files/shaders/water_fragment.glsl @@ -61,7 +61,7 @@ const float RAIN_RIPPLE_RADIUS = 0.2; float scramble(float x, float z) { - return fract(pow(x*3.0+1.0, z)); + return fract(pow(fract(x)*3.0+1.0, z)); } vec2 randOffset(vec2 c, float time)