Merge pull request #1614 from clayjohn/vertex_displacement_typos

Fixed typos in vertex displacement with shaders tutorial
This commit is contained in:
Max Hilbrunner
2018-07-27 11:39:04 +02:00
committed by GitHub
@@ -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