We're multiplying the floor scalar, which I believe is 200 so about 628 is what is being fed from the multiply by PI. It was easier to quickly achieve what I wanted with it.
The Tex Coordinates is a remnant from lateral displacement that was removed before the Tex Coordinates. (See updated below) I have also noticed differences is the texture coordinates coming from the compute terrain lately. It offers a slightly different look than a normal Tex Coordinates, and I'm not sure why but it's been bothering me.
Update: Actually, there is the lateral and normal displacement in the file. See, when you add any displacement on top of the Compute Terrain it doesn't know about it. So we need to update the texture coordinates including are new alterations so that the colour shaders can apply to the new displacement additions to the terrain.