resource load states
use biome painter
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@@ -39,10 +39,10 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
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&noise,
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) as f32;
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temp[x + z * Chunk::SIZE] = sample_tempurature(
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x as f32 + chunk_x as f32 * Chunk::SIZE as f32,
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z as f32 + chunk_z as f32 * Chunk::SIZE as f32,
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sample,
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100.
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&cfg,
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100.,
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);
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}
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}
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@@ -54,8 +54,13 @@ pub fn generate_chunk(chunk_x: f64, chunk_z: f64, cfg: &GenerationConfig, seed:
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};
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}
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fn sample_tempurature(x: f32, z: f32, height: f32, equator: f32) -> f32 {
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return height.remap(0., 100., 0., 1.).clamp(0., 1.);
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fn sample_tempurature(z: f32, height: f32, cfg: &GenerationConfig, equator: f32) -> f32 {
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let d = (equator - z).abs();
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let max_d = equator.max(cfg.get_total_height() as f32 - equator);
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let t_mod = d.remap(0., max_d, 0., 1.);
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// let max_d = d.max()
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return height.remap(0., 100., 0., 1.).clamp(0., 1.) * t_mod;
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}
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fn sample_point(x: f64, z: f64, cfg: &GenerationConfig, noise: &impl NoiseFn<f64, 2>) -> f32 {
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