Commit: bb93ac732b127d7350d1561dbbb5cbcf249ef12e
Author: Sriharsha Kotcharlakot
Date:   Sat Jun 27 16:32:35 2020 +0530
Branches: soc-2020-fluid-tools
https://developer.blender.org/rBbb93ac732b127d7350d1561dbbb5cbcf249ef12e

Fluid: Minor refactoring change in workbench volume fragment shader

Using in-built functions instead of conditional operator

===================================================================

M       source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl

===================================================================

diff --git 
a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl 
b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
index 4456273df86..c349a7475b7 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_volume_frag.glsl
@@ -124,8 +124,7 @@ void volume_properties(vec3 ls_pos, out vec3 scattering, 
out float extinction)
     /* Color mapping for level-set representation */
     float val = sample_volume_texture(densityTexture, co).r * gridScale;
     
-    val = (val * 0.2 < 1.0) ? val * 0.2 : 1.0;
-    val = (val >= -1.0) ? val : -1.0;
+    val = max(min(val * 0.2, 1.0), -1.0);
 
     if (val >= 0.0) {
       tval = vec4(val, 0.0, 0.5, 0.06);

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