#include "noises.h"

displacement
ripples( float Km = 1, octaves = 2;)
{
	float offset;
	point PP;
	float filtwidth;

	PP = transform( "shader", P );
      filtwidth = filterwidthp (PP);

	offset = Km * fBm( PP, filtwidth, 2.0, octaves, 0.5 );

	P += offset * normalize( N );
	N = calculatenormal( P );
}