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-rw-r--r--hlsl/distortion.fx8
1 files changed, 4 insertions, 4 deletions
diff --git a/hlsl/distortion.fx b/hlsl/distortion.fx
index f683397b17a..bd78efde8c5 100644
--- a/hlsl/distortion.fx
+++ b/hlsl/distortion.fx
@@ -212,7 +212,7 @@ float2 GetDistortedCoords(float2 centerCoord, float amount, float amountCube)
: 1.0f + r2 * (k + kcube * sqrt(r2));
// fit screen bounds
- f /= 1.0f + amount * 0.25 + amountCube * 0.125f;
+ f /= 1.0f + amount * 0.25f + amountCube * 0.125f;
// apply cubic distortion factor
centerCoord *= f;
@@ -237,9 +237,9 @@ float2 GetCoords(float2 coord, float distortionAmount, float cubicDistortionAmou
float4 ps_main(PS_INPUT Input) : COLOR
{
float distortionAmount = DistortionAmount;
- float cubicDistortionAmount = CubicDistortionAmount > 0
- ? CubicDistortionAmount * 1.1 // cubic distortion need to be a little higher to compensate the quartic distortion
- : CubicDistortionAmount * 1.2; // negativ values even more
+ float cubicDistortionAmount = CubicDistortionAmount > 0.0f
+ ? CubicDistortionAmount * 1.1f // cubic distortion need to be a little higher to compensate the quartic distortion
+ : CubicDistortionAmount * 1.2f; // negativ values even more
float2 TexelDims = 1.0f / TargetDims;