#include "proctext.h" surface perturb () { point Psh; float ss, tt; Psh = transform("shader", P) * 0.2; ss = s + 0.1 * snoise(Psh); tt = t + 0.05 * snoise(Psh+(1.5,6.7,3.4)); Ci = texture("example.tx", ss, tt); }