@@ -260,7 +260,8 @@ float pyramidNormalSDF(vec3 p, float h, float depth, float depth_scale, float nu
260
260
prisim_transform = transform(prisim_transform, vec3 (0 , PI/ 2.0 , 0 ), vec3 (_x, _y, _z)); // translate to the position on the face and rotate so prism "points outward"
261
261
vec3 shape_transform = transform(prisim_transform, vec3 (- slant+ PI/ 2.0 , 0.0 , 0 ), vec3 (0 ,0 ,0 ));
262
262
263
- float noiseHeight = depth* (- 1.0 + 2.0 * random3d(vec3 (_x+ j, _y+ i, _z+ g_rot)));
263
+ // low = -1.0 high = 2.0
264
+ float noiseHeight = depth* (u_LowTriRange + (u_HighTriRange - u_LowTriRange) * random3d(vec3 (_x+ j, _y+ i, _z+ g_rot)));
264
265
float noiseTransform = depth_scale* noiseHeight;
265
266
float zshift = noiseTransform;
266
267
prisim_transform = transform(prisim_transform, vec3 (- slant, 0 , PI* mod (j,2.0 )), vec3 (0 , 0 , 0 ));
@@ -271,7 +272,7 @@ float pyramidNormalSDF(vec3 p, float h, float depth, float depth_scale, float nu
271
272
float prisim = triprism(prisim_transform, greeble_width, greeble_height, abs (noiseTransform));
272
273
273
274
float scale = 0.02 + 0.04 * random(vec2 (_x+ i, _z+ g_rot));
274
- shape_transform = transform(shape_transform, vec3 (0 , 0 , 0 ), vec3 (- 0.01 + 0.02 * random(vec2 (_x+ i+ _y, _z+ g_rot)), - 0.01 + 0.02 * random(vec2 (_x+ i, _z+ g_rot)), abs (noiseTransform) ), vec3 (1.0 * scale, 1000.0 * scale, 1.0 * scale));
275
+ shape_transform = transform(shape_transform, vec3 (0 , 0 , 0 ), vec3 (- 0.01 + 0.02 * random(vec2 (_x+ i+ _y, _z+ g_rot)), - 0.01 + 0.02 * random(vec2 (_x+ i, _z+ g_rot)), 0.0 ), vec3 (1.0 * scale, 1000.0 * scale, 1.0 * scale));
275
276
prisim = flatSubtraction(prisim, randomSymbol(shape_transform, random(vec2 (_x+ j+ i, _z+ g_rot))));
276
277
277
278
if (noiseHeight > 0.0 ){
0 commit comments