diff --git a/manual.md b/manual.md
index a13ef800..c5ba2166 100644
--- a/manual.md
+++ b/manual.md
@@ -706,30 +706,39 @@ Define 2D, 3D and 4D procedural noise functions.
<glm/gtc/noise.hpp> need to be included to use these features.

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Figure 4.11.1: glm::simplex(glm::vec2(x / 16.f, y / 16.f));

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Figure 4.11.2: glm::simplex(glm::vec3(x / 16.f, y / 16.f, 0.5f));

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Figure 4.11.3: glm::simplex(glm::vec4(x / 16.f, y / 16.f, 0.5f, 0.5f));

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Figure 4.11.4: glm::perlin(glm::vec2(x / 16.f, y / 16.f));

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Figure 4.11.5: glm::perlin(glm::vec3(x / 16.f, y / 16.f, 0.5f));

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Figure 4.11.6: glm::perlin(glm::vec4(x / 16.f, y / 16.f, 0.5f, 0.5f)));
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Figure 4.11.7: glm::perlin(glm::vec2(x / 16.f, y / 16.f), glm::vec2(2.0f));
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Figure 4.11.8: glm::perlin(glm::vec3(x / 16.f, y / 16.f, 0.5f), glm::vec3(2.0f));
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Figure 4.11.9: glm::perlin(glm::vec4(x / 16.f, y / 16.f, glm::vec2(0.5f)), glm::vec4(2.0f));
### 4.12. GLM\_GTC\_packing
@@ -752,21 +761,27 @@ Generate random number from various distribution methods.
<glm/gtc/random.hpp> need to be included to use these features.

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Figure 4.14.1: glm::vec4(glm::linearRand(glm::vec2(-1), glm::vec2(1)), 0, 1);

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Figure 4.14.2: glm::vec4(glm::circularRand(1.0f), 0, 1);

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Figure 4.14.3: glm::vec4(glm::sphericalRand(1.0f), 1);

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Figure 4.14.4: glm::vec4(glm::diskRand(1.0f), 0, 1);

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Figure 4.14.5: glm::vec4(glm::ballRand(1.0f), 1);

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Figure 4.14.6: glm::vec4(glm::gaussRand(glm::vec3(0), glm::vec3(1)), 1);
### 4.15. GLM\_GTC\_reciprocal