|(defmacro custom-theme-set-faces! (theme &rest specs)|
|"Apply a list of face specs as user customizations for THEME.|
|THEME can be a single symbol or list thereof. If nil, apply these settings to|
|all themes. It will apply to all themes once they are loaded.|
|(custom-theme-set-faces! '(doom-one doom-one-light)|
|`(mode-line :foreground ,(doom-color 'blue))|
|`(mode-line-buffer-id :foreground ,(doom-color 'fg) :background \"#000000\")|
|'(mode-line-success-highlight :background \"#00FF00\")|
https://www.assetstore.unity3d.com/en/#!/content/3253 A unity asset that provides foliage with displacement shaders (among other things). If you have $20 to spare, this is the simplest way.
Here's a unity demo of the displacement shader at work: https://dl.dropboxusercontent.com/u/2322017/afs_v2/afs_v2_touchbending/afs_v2_touchbending_202.html
https://codea.io/talk/discussion/2465/my-grass-simulation-with-vertex-shaders An example of using vertex shaders to make thick grass "look" like it is swaying in wind/has something moving inside it, which could be useful for creating the illusion
I hereby claim:
- I am hlissner on github.
- I am hlissner (https://keybase.io/hlissner) on keybase.
- I have a public key whose fingerprint is 0ABF F606 54D7 AEAF C9CC 27CE 5F6C 0EA1 6055 7395
To claim this, I am signing this object:
|(defconst doom-fringe-size '3 "Default fringe width")|
|;;; Setting up the fringe|
|;; switches order of fringe and margin|
|(setq-default fringes-outside-margins t)|
|;; standardize fringe width|
|(push `(left-fringe . ,doom-fringe-size) default-frame-alist)|
|(push `(right-fringe . ,doom-fringe-size) default-frame-alist)|