fix rain
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@@ -6,12 +6,11 @@ global uniform vec2 global_wind_direction;
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global uniform float global_wind_scale;
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global uniform float global_wind_strength;
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global uniform float global_wind_fade;
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/*
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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 vec4 global_snow_color;*/
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global uniform vec4 global_snow_color;
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global uniform float global_rain_intensity;
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uniform sampler2D wind_noise : filter_linear_mipmap;
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@@ -88,24 +87,23 @@ void fragment() {
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vec2 shifted_uv = UV + texture_offset;
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vec4 tex = texture(alpha_texture, shifted_uv);
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//// Snow accumulation
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//float snow_amount = 0.0;
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//if (global_snow_start_time >= 0.0) {
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//snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
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//}
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//if (global_snow_melt_time >= 0.0) {
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//float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
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//snow_amount *= (1.0 - melt);
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//}
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//
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//float top_mask = 1.0 - shifted_uv.y;
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//float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
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//snow_mask *= step(0.01, snow_amount);
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// Snow accumulation
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float snow_amount = 0.0;
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if (global_snow_start_time >= 0.0) {
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snow_amount = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
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}
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if (global_snow_melt_time >= 0.0) {
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float melt = clamp((TIME - global_snow_melt_time) * global_snow_melt_speed, 0.0, 1.0);
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snow_amount *= (1.0 - melt);
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}
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//vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
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//vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
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//vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
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vec3 final_albedo = v_final_color;
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float top_mask = 1.0 - shifted_uv.y;
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float snow_mask = smoothstep(1.0 - snow_amount, 1.2 - snow_amount, top_mask);
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snow_mask *= step(0.01, snow_amount);
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vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
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vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
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vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
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// Rain wetness: darken and make shinier
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float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
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