| … | … | @@ -1314,7 +1314,8 @@ float DCTerrainGeneratorProcNodes::ProcNodesBridge::evaluate( |
| 1314 | 1314 | }; |
| 1315 | 1315 | float oh, odx, odz; |
| 1316 | 1316 | erosion_heightmap_gn_cpu(x, z, floor_y, ceiling_y, terrain_height, |
| 1317 | | /* height_amp */ 0.25f, hmpp, sample, oh, odx, odz); |
| 1317 | /* height_amp */ 0.25f, owner_->erosion_scale_, hmpp, sample, |
| 1318 | oh, odx, odz); |
| 1318 | 1319 | terrain_offset = vec3(oh, odx, odz); |
| 1319 | 1320 | } |
| 1320 | 1321 | // THE SAME SUBSTITUTION THE GLSL MAKES, and it must stay the same one: |
| … | … | @@ -1341,7 +1342,8 @@ float DCTerrainGeneratorProcNodes::ProcNodesBridge::evaluate( |
| 1341 | 1342 | }; |
| 1342 | 1343 | float oh, odx, odz; |
| 1343 | 1344 | erosion_heightmap_gn_cpu(x, z, floor_y, ceiling_y, terrain_height, |
| 1344 | | /* height_amp */ 0.25f, hmpp, sample, oh, odx, odz); |
| 1345 | /* height_amp */ 0.25f, owner_->erosion_scale_, hmpp, sample, |
| 1346 | oh, odx, odz); |
| 1345 | 1347 | terrain_offset = vec3(oh, odx, odz); |
| 1346 | 1348 | } |
| 1347 | 1349 | // Detail rides on TOP and is NOT folded in — MUST stay identical to the GLSL. |