Make octaves and octaves loop uniform in noise example

This commit is contained in:
Matt Pharr
2011-09-07 10:34:23 -07:00
parent 3ca7b6b078
commit 375f1cb8e8

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@@ -131,11 +131,11 @@ static float Noise(float x, float y, float z) {
} }
static float Turbulence(float x, float y, float z, int octaves) { static float Turbulence(float x, float y, float z, uniform int octaves) {
float omega = 0.6; float omega = 0.6;
float sum = 0., lambda = 1., o = 1.; float sum = 0., lambda = 1., o = 1.;
for (int i = 0; i < octaves; ++i) { for (uniform int i = 0; i < octaves; ++i) {
sum += abs(o * Noise(lambda * x, lambda * y, lambda * z)); sum += abs(o * Noise(lambda * x, lambda * y, lambda * z));
lambda *= 1.99f; lambda *= 1.99f;
o *= omega; o *= omega;