set default fog curve to 1.0
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@@ -115,7 +115,7 @@ bool WorldRenderer::drawChunk(
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void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
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auto assets = engine->getAssets();
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auto atlas = assets->get<Atlas>("blocks");
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atlas->getTexture()->bind();
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renderer->update();
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@@ -126,8 +126,8 @@ void WorldRenderer::drawChunks(Chunks* chunks, Camera* camera, Shader* shader) {
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if (chunks->chunks[i] == nullptr) continue;
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indices.emplace_back(i);
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}
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float px = camera->position.x / (float)CHUNK_W - 0.5f;
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float pz = camera->position.z / (float)CHUNK_D - 0.5f;
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float px = camera->position.x / static_cast<float>(CHUNK_W) - 0.5f;
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float pz = camera->position.z / static_cast<float>(CHUNK_D) - 0.5f;
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std::sort(indices.begin(), indices.end(), [chunks, px, pz](auto i, auto j) {
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const auto a = chunks->chunks[i].get();
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const auto b = chunks->chunks[j].get();
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