fix materials for wind and add new snow system
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@@ -8,6 +8,12 @@ global uniform float global_snow_melt_time = -1.0;
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global uniform float global_snow_melt_speed = 0.1;
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global uniform float global_snow_threshold = 0.5;
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global uniform vec4 global_snow_color = vec4(0.92, 0.96, 1.0, 1.0);
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global uniform float global_snow_max_accumulation = 0.72;
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global uniform float global_snow_cap_height = 0.06;
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global uniform float global_snow_cap_flatness_start = 0.72;
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global uniform float global_snow_cap_flatness_end = 0.96;
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global uniform float global_snow_cap_noise_scale = 0.22;
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global uniform float global_snow_cap_noise_strength = 0.18;
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uniform float snow_noise_scale : hint_range(0.01, 1.0) = 0.15;
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uniform float snow_edge_softness : hint_range(0.01, 0.5) = 0.2;
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uniform float snow_roughness_variation : hint_range(0.0, 0.3) = 0.15;
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@@ -29,6 +35,52 @@ uniform float puddle_threshold : hint_range(0.0, 0.8) = 0.45;
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uniform sampler2D noise_texture : filter_linear_mipmap, repeat_enable;
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varying float v_snow_amount;
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varying float v_snow_cap_mask;
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float hash(vec2 p) {
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return fract(sin(dot(p, vec2(127.1, 311.7))) * 43758.5453123);
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}
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float value_noise(vec2 p) {
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vec2 i = floor(p);
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vec2 f = fract(p);
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vec2 u = f * f * (3.0 - 2.0 * f);
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float a = hash(i);
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float b = hash(i + vec2(1.0, 0.0));
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float c = hash(i + vec2(0.0, 1.0));
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float d = hash(i + vec2(1.0, 1.0));
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return mix(mix(a, b, u.x), mix(c, d, u.x), u.y);
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}
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float fbm(vec2 p) {
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float value = 0.0;
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float amplitude = 0.5;
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float frequency = 1.0;
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for (int i = 0; i < 3; i++) {
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value += value_noise(p * frequency) * amplitude;
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frequency *= 2.0;
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amplitude *= 0.5;
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}
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return clamp(value, 0.0, 1.0);
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}
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float get_snow_amount() {
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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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return snow_amount * global_snow_max_accumulation;
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}
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float ripple_ring(vec2 uv, float time_offset) {
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float d = length(uv);
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float ring = sin(d * 30.0 - TIME * ripple_speed + time_offset) * 0.5 + 0.5;
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@@ -36,6 +88,26 @@ float ripple_ring(vec2 uv, float time_offset) {
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return ring * fade;
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}
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void vertex() {
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float snow_amount = get_snow_amount();
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vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec3 world_normal = normalize((MODEL_MATRIX * vec4(NORMAL, 0.0)).xyz);
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float flat_surface = smoothstep(
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max(global_snow_threshold, global_snow_cap_flatness_start),
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global_snow_cap_flatness_end,
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world_normal.y
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);
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float accumulation_growth = smoothstep(0.08, 0.65, snow_amount);
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float cap_noise = fbm(world_pos.xz * global_snow_cap_noise_scale + vec2(11.3, 4.7));
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float cap_variation = mix(1.0 - global_snow_cap_noise_strength, 1.0 + global_snow_cap_noise_strength, cap_noise);
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v_snow_amount = snow_amount;
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v_snow_cap_mask = flat_surface * accumulation_growth * cap_variation;
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VERTEX += NORMAL * (global_snow_cap_height * snow_amount * v_snow_cap_mask);
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}
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void fragment() {
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vec3 world_pos = (INV_VIEW_MATRIX * vec4(VERTEX, 1.0)).xyz;
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vec3 world_normal = normalize((INV_VIEW_MATRIX * vec4(NORMAL, 0.0)).xyz);
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@@ -43,25 +115,22 @@ void fragment() {
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float noise_val = texture(noise_texture, world_pos.xz * snow_noise_scale).r;
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//Snow
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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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float snow_amount = v_snow_amount;
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float snow_edge = smoothstep(
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global_snow_threshold - snow_edge_softness,
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global_snow_threshold + snow_edge_softness,
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facing_up + (noise_val - 0.5) * 0.4
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);
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float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_amount - 0.4);
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float snow_factor = snow_edge * snow_coverage * snow_amount;
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float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_amount;
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float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_amount - 0.4 + flat_accumulation * 0.25);
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float snow_factor = max(snow_edge * snow_coverage * snow_amount, flat_accumulation);
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float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
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snow_opacity = max(snow_opacity, flat_accumulation * 0.9);
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float shade = mix(-snow_color_variation, snow_color_variation, noise_val);
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vec3 snow_albedo = clamp(global_snow_color.rgb + vec3(shade), 0.0, 1.0);
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snow_albedo = mix(snow_albedo, vec3(1.0), 0.18 + snow_opacity * 0.12);
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float snow_rough = mix(0.15 - snow_roughness_variation, 0.15 + snow_roughness_variation, noise_val);
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//Rain
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@@ -173,7 +242,7 @@ void fragment() {
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ALBEDO = snow_albedo;
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ROUGHNESS = snow_rough;
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METALLIC = 0.0;
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ALPHA = snow_factor;
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ALPHA = snow_opacity;
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} else {
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ALBEDO = rain_albedo;
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ROUGHNESS = rain_rough;
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