Grass now contours terrain. The terrain is built procedurally by using a heightmap generated using Perlin noise. The specific contour of the patch is passed into the GPU where each blade is bind to the specific plane in the geometry shader.
Quad-tree culling cannot be used because the space is infinite, so instead I render patches procedurally as they enter into the camera's frustum.
A sound engine has also now been implemented. The wind sound increases depending on the velocity of the camera. The grass sound also depends on how far the camera is to the floor, the distance is determined by ray-casting to the floor.