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@@ -234,14 +234,14 @@ Let's make a uniform that changes the height of the terrain.
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Godot lets you initialize a uniform with a value; here, ``height_scale`` is set
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to ``0.5``. You can set uniforms from GDScript by calling the function
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-``set_shader_param()`` on the material corresponding to the shader. The value
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+``set_shader_parameter()`` on the material corresponding to the shader. The value
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passed from GDScript takes precedence over the value used to initialize it in
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the shader.
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::
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# called from the MeshInstance3D
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- mesh.material.set_shader_param("height_scale", 0.5)
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+ mesh.material.set_shader_parameter("height_scale", 0.5)
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.. note:: Changing uniforms in Spatial-based nodes is different from
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CanvasItem-based nodes. Here, we set the material inside the PlaneMesh
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@@ -250,7 +250,7 @@ the shader.
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MeshInstance3D you would access the material using
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``get_surface_material()`` or ``material_override``.
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-Remember that the string passed into ``set_shader_param()`` must match the name
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+Remember that the string passed into ``set_shader_parameter()`` must match the name
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of the uniform variable in the :ref:`Shader<class_Shader>`. You can use the
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uniform variable anywhere inside your :ref:`Shader<class_Shader>`. Here, we will
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use it to set the height value instead of arbitrarily multiplying by ``0.5``.
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