fix wind and make compatible wind_decoration
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@@ -56,7 +56,7 @@ void fragment() {
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} else {
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vec2 projected_xz = world_pos.xz + (world_pos.y * sun_angle);
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vec2 uv = projected_xz * cloud_scale;
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uv += TIME * cloud_speed * direction;
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uv -= TIME * cloud_speed * direction;
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float n = texture(noise_texture, uv).r;
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@@ -71,4 +71,4 @@ void fragment() {
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}
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}
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}
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}
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}
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