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@@ -197,7 +197,7 @@ texture as the second argument. We use the ``x`` and ``z`` channels of
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``VERTEX`` to determine where on the texture to look up. Note that the PlaneMesh
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``VERTEX`` to determine where on the texture to look up. Note that the PlaneMesh
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coordinates are within the [-1,1] range (for a size of 2), while the texture
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coordinates are within the [-1,1] range (for a size of 2), while the texture
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coordinates are within [0,1], so to normalize we divide by the size of the
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coordinates are within [0,1], so to normalize we divide by the size of the
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-PlaneMesh 2.0 and add 0.5. ``texture()`` returns a ``vec4`` of the ``r, g, b,
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+PlaneMesh by 2.0 and add 0.5. ``texture()`` returns a ``vec4`` of the ``r, g, b,
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a`` channels at the position. Since the noise texture is grayscale, all of the
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a`` channels at the position. Since the noise texture is grayscale, all of the
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values are the same, so we can use any one of the channels as the height. In
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values are the same, so we can use any one of the channels as the height. In
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this case we'll use the ``r``, or ``x`` channel.
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this case we'll use the ``r``, or ``x`` channel.
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@@ -325,7 +325,7 @@ explained in more detail in the next part of this tutorial.
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When we have normals that correspond to a specific vertex we set ``NORMAL``, but
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When we have normals that correspond to a specific vertex we set ``NORMAL``, but
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if you have a normalmap that comes from a texture, set the normal using
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if you have a normalmap that comes from a texture, set the normal using
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-``NORMAL_MAP``. This way Godot will handle the wrapping the texture around the
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+``NORMAL_MAP``. This way Godot will handle the wrapping of texture around the
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mesh automatically.
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mesh automatically.
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Lastly, in order to ensure that we are reading from the same places on the noise
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Lastly, in order to ensure that we are reading from the same places on the noise
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