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4 changes: 2 additions & 2 deletions tutorials/shaders/your_first_shader/your_first_3d_shader.rst
Original file line number Diff line number Diff line change
Expand Up @@ -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.
Expand Down Expand Up @@ -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
Expand Down