diff --git a/tutorials/shading/your_first_shader/your_second_spatial_shader.rst b/tutorials/shading/your_first_shader/your_second_spatial_shader.rst index 2b1d954c1..9f4f581dd 100644 --- a/tutorials/shading/your_first_shader/your_second_spatial_shader.rst +++ b/tutorials/shading/your_first_shader/your_second_spatial_shader.rst @@ -271,9 +271,10 @@ 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 @@ -282,7 +283,8 @@ 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.