/* land.sl * * generates a pattern that simulates a hilly,bumpy,wavy terrain * */ #include "rmannotes.sl" displacement land(float Km = 0.1) { float surface_mag, layer1_mag; point PP; PP = 0; surface_mag = 0; PP = transform("shader",P); /*layer 1*/ layer1_mag = 0; layer1_mag = noise(PP * 4)*3; surface_mag += layer1_mag; P += Km * surface_mag * normalize(N); N =calculatenormal(P); }