diff --git a/tutorials/shaders/your_first_shader/your_first_3d_shader.rst b/tutorials/shaders/your_first_shader/your_first_3d_shader.rst index 9d149691327..c0817a5c136 100644 --- a/tutorials/shaders/your_first_shader/your_first_3d_shader.rst +++ b/tutorials/shaders/your_first_shader/your_first_3d_shader.rst @@ -197,7 +197,7 @@ texture as the second argument. We use the ``x`` and ``z`` channels of ``VERTEX`` to determine where on the texture to look up. Note that the PlaneMesh coordinates are within the [-1,1] range (for a size of 2), while the texture coordinates are within [0,1], so to normalize we divide by the size of the -PlaneMesh 2.0 and add 0.5. ``texture()`` returns a ``vec4`` of the ``r, g, b, +PlaneMesh by 2.0 and add 0.5. ``texture()`` returns a ``vec4`` of the ``r, g, b, a`` channels at the position. Since the noise texture is grayscale, all of the values are the same, so we can use any one of the channels as the height. In this case we'll use the ``r``, or ``x`` channel. @@ -325,7 +325,7 @@ explained in more detail in the next part of this tutorial. When we have normals that correspond to a specific vertex we set ``NORMAL``, but if you have a normalmap that comes from a texture, set the normal using -``NORMAL_MAP``. This way Godot will handle the wrapping the texture around the +``NORMAL_MAP``. This way Godot will handle the wrapping of texture around the mesh automatically. Lastly, in order to ensure that we are reading from the same places on the noise