Distant face normal fix

At last! Since the beginning I had a crappy diffuse with terrain normals – which induce a kind of face pixelization at far distance. Today I decided to completely cleanup my face normal process in order to add smoother transitions. That’s nothing but a normal interpolation (yep, I still do love interpolation), but the real stuff was to calculate vectors average on tile borders when further faces don’t exist yet ^^’

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