fix wind and make compatible wind_decoration
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@@ -118,7 +118,7 @@ void sky() {
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//Clouds
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vec2 cloud_uv = EYEDIR.xz / (EYEDIR.y + 0.5);
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cloud_uv = cloud_uv * cloud_scale + (TIME * cloud_direction * cloud_speed);
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cloud_uv = cloud_uv * cloud_scale - (TIME * cloud_direction * cloud_speed);
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float noise = texture(cloud_noise, cloud_uv).r;
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float cloud_alpha = smoothstep(cloud_threshold, cloud_threshold + cloud_edge_softness, noise);
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float color_gradient = smoothstep(cloud_threshold, cloud_threshold + cloud_edge_thickness, noise);
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@@ -136,4 +136,4 @@ void sky() {
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final_sky = mix(final_sky, current_cloud_color, cloud_alpha);
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COLOR = final_sky;
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}
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}
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