fix rain
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@@ -12,6 +12,7 @@ global uniform float global_snow_start_time;
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global uniform float global_snow_accumulation_speed;
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global uniform float global_snow_melt_time;
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global uniform float global_snow_melt_speed;
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global uniform float global_rain_intensity;
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// --- PARAMETRI ESTETICI ---
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uniform bool billboard_enabled = true;
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@@ -41,6 +42,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
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uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
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uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
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uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
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varying vec3 v_final_color;
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varying float v_shade_factor;
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@@ -131,12 +133,15 @@ void fragment() {
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// Mescoliamo il colore variato con la neve
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vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
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float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
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final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
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float final_roughness = mix(0.02, 0.005, rain_int);
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ALBEDO = final_albedo;
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ALPHA = tex.r * opacity;
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ALPHA_SCISSOR_THRESHOLD = 0.5;
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ROUGHNESS = 0.02;
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ROUGHNESS = final_roughness;
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}
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void light() {
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