displacement wgs_fire02( float Km = 0.1, freq = 5, amp = 1; string space = "object" ) { float hump = 0; point n = normalize(N); point pp = transform(space, P); hump = noise(pp * freq) * amp; P = P - n * hump * Km; N = calculatenormal(P); } //notes //http://www.fundza.com/rman_shaders/noise/index.html