- Integrated Franchise font after confirming licensing is OK
- Refactoring styles more to refine layout defaults
- Cleaned up homepage individual style file
- Moving onto other pages soon
Due to a really weird quirk with Stylus' dir looping, the stylus files are
subdir'd to /views
Managed to get around the quirk by going to root
Going to try reverting to older method of using pre-rendered noise, but with new techniques for painting
- Lots of file re-organizing etc.
- Created copies of current water shaders called "waterHD", in reference
  to their insane hardware requirements :P
- Tried copying current web deployed water shader, but things have changed
  too much :P
- Going to strip out noise functions and feed in texture, based on old
  methods way of doing a uvNoiseGenerator to simulate noise
- On the plus side, this may allow me to get back to having vertex
  displacement, but we'll see :P It's pretty harsh atm due to the massive
  scale so it probably won't work out
About to begin modifying shader.. :|
Water looks nice enough, ocean is appealing. Moving onto making clouds texture based
Looks like both water and cloud implementations have an issue due to using
only the x coordinate for the noise. Averaging X and Z seems to do the
trick. Will implement this in both shaders now.
Both shaders are now looking good, no deformations from geometry or weird artefacts. Going to test on laptop now