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feat(terrain): grass follows the seasons and fades out over gfx.grass.fadedistance
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@@ -800,9 +800,11 @@ void terrain_streamer::publish_grass(glm::dvec3 const &Camera)
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entry.width = kind.width;
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entry.density = kind.density;
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entry.bend = kind.bend;
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entry.dry = glm::pow(glm::clamp(kind.dry, glm::vec3{0.f}, glm::vec3{1.f}), glm::vec3{2.2f});
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entry.seasonal = kind.seasonal;
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kinds.push_back(entry);
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}
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auto const reach{static_cast<double>(Global.gfx_grass_distance) + 2.0};
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auto const reach{static_cast<double>(std::max(Global.gfx_grass_distance, Global.gfx_grass_fadedistance)) + 2.0};
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for (auto const &entry : m_chunks)
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{
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auto const &chunk{*entry.second};
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