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feat(terrain): holes cut in the heightmap terrain and shader grass painted over it
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@@ -39,7 +39,7 @@ gfx_renderer_factory *gfx_renderer_factory::get_instance()
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gfx_renderer_factory *gfx_renderer_factory::instance;
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material_handle gfx_renderer::Terrain_Material( material_handle const Reuse, std::vector<gfx::terrain_layer> const &Layers, int const Samples, std::uint8_t const *Weights, glm::vec3 const &Placement )
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material_handle gfx_renderer::Terrain_Material( material_handle const Reuse, std::vector<gfx::terrain_layer> const &Layers, int const Samples, std::uint8_t const *Weights, glm::vec3 const &Placement, int const HoleSamples, std::uint8_t const *Holes )
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{
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// without blending the chunk gets the material which covers the most of it
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if( Layers.empty() ) {
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