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Fly around procedural generated terrain in a plane.

Uses noise with octaves and persistence to generate random height maps. 

Threading used to create meshes with a varied number of vertices depending on level of detail needed for that mesh. 

A shader used to merge materials and solid colours with each other depending on how heavy the merging variable is for that material and colour pair.

Unfortunately, the code requires the file be run on the computer on not in a web browser. 

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Build.zip 66 MB

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