How it worksThe mesh starts as a flat grid; the vertex shader raises each vertex by sampling fractal noise (fBm) at its position. fBm sums several octaves of noise — each octave double the frequency and half the amplitude of the last — so broad mountains and fine ripples appear together. The height slider scales the overall relief; the detail slider stretches or compresses the noise, trading sweeping hills for craggy ridges. Per-pixel normals come from the height gradient.