diff --git a/packages/cultmath/shaders/CultMath.Phacelle.glsl b/packages/cultmath/shaders/CultMath.Phacelle.glsl index 11405fa2..c22c67c4 100644 --- a/packages/cultmath/shaders/CultMath.Phacelle.glsl +++ b/packages/cultmath/shaders/CultMath.Phacelle.glsl @@ -14,8 +14,8 @@ // against CultMath.CultPhasor, same field order. struct CultPhasor { - vec4 cos; - vec4 sin; + vec4 cosine; + vec4 sine; }; // Johansen's Phacelle noise on 3D cells. See math.phacelle's comment (math.Phacelle.cs) for the stripe wave @@ -84,13 +84,13 @@ CultPhasor cultmath_phacelle(vec3 p, vec3 side, float offset, float normalizatio float outCos = rawCos / rawLength; float outSin = rawSin / rawLength; vec3 gradLength = (rawCos * gradRawCos + rawSin * gradRawSin) / rawLength; - result.cos = vec4((gradRawCos - outCos * gradLength) / rawLength, outCos); - result.sin = vec4((gradRawSin - outSin * gradLength) / rawLength, outSin); + result.cosine = vec4((gradRawCos - outCos * gradLength) / rawLength, outCos); + result.sine = vec4((gradRawSin - outSin * gradLength) / rawLength, outSin); } else { - result.cos = vec4(gradRawCos / floorLength, rawCos / floorLength); - result.sin = vec4(gradRawSin / floorLength, rawSin / floorLength); + result.cosine = vec4(gradRawCos / floorLength, rawCos / floorLength); + result.sine = vec4(gradRawSin / floorLength, rawSin / floorLength); } return result;