diff --git a/rendering/opengl46/opengl46grass.cpp b/rendering/opengl46/opengl46grass.cpp index d9c58965..79034db8 100644 --- a/rendering/opengl46/opengl46grass.cpp +++ b/rendering/opengl46/opengl46grass.cpp @@ -208,14 +208,14 @@ std::size_t opengl46_grass::render(opengl_camera const &Camera, glm::mat4 const return 0; auto const reach{std::max(5.f, Global.gfx_grass_distance)}; - auto const near{std::max(3.f, reach * 0.2f)}; + auto const thinning{std::max(3.f, reach * 0.2f)}; auto const multiplier{std::max(0.f, Global.gfx_grass_density)}; auto const camera{Camera.position()}; m_program->bind(); m_vao->bind(); ::glDisable(GL_CULL_FACE); - ::glUniform4f(m_uniforms.lod, near, reach, 0.f, 0.f); + ::glUniform4f(m_uniforms.lod, thinning, reach, 0.f, 0.f); // the wind sways the blades along it, harder in the gusts auto const wind{glm::vec3{simulation::Environment.wind()}}; auto const windspeed{glm::length(glm::vec2{wind.x, wind.z})}; @@ -266,7 +266,7 @@ std::size_t opengl46_grass::render(opengl_camera const &Camera, glm::mat4 const if (false == Camera.visible(scene::bounding_area{(low + high) * 0.5, static_cast(glm::length(high - low) * 0.5)})) continue; auto const full{tilesize * tilesize * densest * multiplier * fill}; - auto const count{std::min(max_blades, static_cast(std::ceil(full * lod_share(distance, near))))}; + auto const count{std::min(max_blades, static_cast(std::ceil(full * lod_share(distance, thinning))))}; if (count <= 0) continue; if (false == set) @@ -284,7 +284,7 @@ std::size_t opengl46_grass::render(opengl_camera const &Camera, glm::mat4 const ::glBindTextures(0, 3, textures); } // fewer segments further away - auto const segments{distance < near * 1.5f ? 3 : distance < reach * 0.5f ? 2 : 1}; + auto const segments{distance < thinning * 1.5f ? 3 : distance < reach * 0.5f ? 2 : 1}; // the number of the tile in the world, the seed of its blades auto const seedx{static_cast(std::floor(chunk.corner.x / tilesize + 0.5) + tx)}; auto const seedz{static_cast(std::floor(chunk.corner.y / tilesize + 0.5) + tz)};