Fix height() functions missing return in Your second Spatial shader

This commit is contained in:
Hugo Locurcio
2021-02-08 11:45:33 +01:00
parent 9e48634865
commit b7f52574f5

View File

@@ -272,9 +272,10 @@ We can now replace the contents of our ``height()`` function with ``wave()``.
float height(vec2 position, float time) {
float h = wave(position);
return h;
}
Using this you get:
Using this, you get:
.. image:: img/wave1.png
@@ -283,7 +284,8 @@ The shape of the sin wave is too obvious. So let's spread the waves out a bit. W
.. code-block:: glsl
float height(vec2 position, float time) {
float h = wave(position*0.4);
float h = wave(position * 0.4);
return h;
}
Now it looks much better.