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@@ -76,9 +76,9 @@ This will allow you to see the triangles making up the plane.
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.. image:: img/plane.png
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-Now set ``Subdivide Width`` and ``Subdivide Depth`` to ``32``.
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+Now set ``Subdivide Width`` and ``Subdivide Depth`` of the :ref:`PlaneMesh <class_planemesh>` to ``32``.
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-.. image:: img/plane-sub-set.png
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+.. image:: img/plane-sub-set.webp
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You can see that there are now many more triangles in the
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:ref:`MeshInstance3D<class_MeshInstance3D>`. This will give us more vertices to work with
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@@ -99,18 +99,21 @@ first Spatial shader!
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Shader magic
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------------
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-.. image:: img/shader-error.png
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+.. image:: img/shader-editor.webp
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-Notice how there is already error? This is because the shader editor reloads
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-shaders on the fly. The first thing Godot shaders need is a declaration of what
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-type of shader they are. We set the variable ``shader_type`` to ``spatial``
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+The new shader is already generated with a ``shader_type``
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+variable and the ``fragment()`` function.
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+The first thing Godot shaders need is a declaration
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+of what type of shader they are.
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+In this case the ``shader_type`` is set to ``spatial``
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because this is a spatial shader.
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.. code-block:: glsl
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shader_type spatial;
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-Next we will define the ``vertex()`` function. The ``vertex()`` function
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+For now ignore the ``fragment()`` function
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+and define the ``vertex()`` function. The ``vertex()`` function
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determines where the vertices of your :ref:`MeshInstance3D<class_MeshInstance3D>` appear in
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the final scene. We will be using it to offset the height of each vertex and
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make our flat plane appear like a little terrain.
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@@ -177,16 +180,16 @@ This will allow you to send a noise texture to the shader. Now look in the
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inspector under your material. You should see a section called "Shader Params".
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If you open it up, you'll see a section called "noise".
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-Click beside it where it says "[empty]" and select "New NoiseTexture". Then in
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-your NoiseTexture click beside where it says "Noise" and select "New
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-NoiseTexture".
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+Click beside it where it says "[empty]" and select "New NoiseTexture2D". Then in
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+your :ref:`NoiseTexture2D <class_noisetexture2D>` click beside where it says "Noise" and select "New
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+FastNoiseLite".
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-.. note:: :ref:`FastNoiseLite <class_fastnoiselite>` is used by the NoiseTexture to
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+.. note:: :ref:`FastNoiseLite <class_fastnoiselite>` is used by the NoiseTexture2D to
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generate a heightmap.
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Once you set it up and should look like this.
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-.. image:: img/noise-set.png
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+.. image:: img/noise-set.webp
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Now, access the noise texture using the ``texture()`` function. ``texture()``
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takes a texture as the first argument and a ``vec2`` for the position on the
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@@ -201,8 +204,10 @@ this case we'll use the ``r``, or ``x`` channel.
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.. code-block:: glsl
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- float height = texture(noise, VERTEX.xz / 2.0 + 0.5).x;
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- VERTEX.y += height;
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+ void vertex() {
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+ float height = texture(noise, VERTEX.xz / 2.0 + 0.5).x;
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+ VERTEX.y += height;
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+ }
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Note: ``xyzw`` is the same as ``rgba`` in GLSL, so instead of ``texture().x``
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above, we could use ``texture().r``. See the `OpenGL documentation
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@@ -304,10 +309,10 @@ do that by passing in a second noise texture.
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uniform sampler2D normalmap;
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-Set this second uniform texture to another NoiseTexture with another
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-FastNoiseLite. But this time, check **As Normalmap**.
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+Set this second uniform texture to another :ref:`NoiseTexture2D <class_noisetexture2D>` with another
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+:ref:`FastNoiseLite <class_fastnoiselite>`. But this time, check **As Normalmap**.
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-.. image:: img/normal-set.png
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+.. image:: img/normal-set.webp
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Now, because this is a normalmap and not a per-vertex normal, we are going to
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assign it in the ``fragment()`` function. The ``fragment()`` function will be
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