diff --git a/tutorials/3d/vertex_displacement_with_shaders.rst b/tutorials/3d/vertex_displacement_with_shaders.rst index 8d2fbe766..53ffcd902 100644 --- a/tutorials/3d/vertex_displacement_with_shaders.rst +++ b/tutorials/3d/vertex_displacement_with_shaders.rst @@ -195,8 +195,8 @@ we increase the frequency each level, decrease the amplitude, and calculate a ne float frequency = 3.0; for (int i = 0; i < 6; i++){ h += noise(x * frequency) * amplitude; - a *= 0.5; - p *= 2.0; + amplitude *= 0.5; + frequency *= 2.0; } return h; } @@ -205,7 +205,7 @@ We can now use this noise function in place of ``cos`` and ``sin`` in the previo :: - float height = noise(VERTEX.xz * 4.0); + float height = fbm(VERTEX.xz * 4.0); VERTEX.y += height * 0.5; .. image:: img/vertex_displacement_noise1.png