fix snow
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@@ -8,10 +8,11 @@ global uniform float global_wind_speed;
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global uniform float global_wind_strength;
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global uniform vec2 global_wind_direction;
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//global uniform sampler2D global_wind_noise : filter_linear_mipmap;
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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 float global_snow_start_time = -1.0;
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global uniform float global_snow_accumulation_speed = 0.005;
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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_amount = 0.0;
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global uniform float global_rain_intensity;
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// --- PARAMETRI ESTETICI ---
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@@ -32,6 +33,7 @@ uniform vec4 variance_color : source_color = vec4(0.3, 0.5, 0.2, 1.0); // Colore
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uniform float variance_intensity : hint_range(0.0, 1.0) = 0.4; // Quanto si vedono le chiazze
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uniform vec4 snow_color : source_color = vec4(0.85, 0.9, 0.95, 1.0);
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uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
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// --- CONTROLLO GRADIENTE E RANDOM ---
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uniform float height_min = 0.0;
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@@ -54,6 +56,21 @@ float hash(vec3 p) {
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return fract((p.x + p.y) * p.z);
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}
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float get_snow_progress() {
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float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
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if (global_snow_start_time >= 0.0) {
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float timed_progress = clamp((TIME - global_snow_start_time) * global_snow_accumulation_speed, 0.0, 1.0);
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snow_progress = max(snow_progress, timed_progress);
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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_progress = min(snow_progress, 1.0 - melt);
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}
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return snow_progress;
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}
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void vertex() {
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vec3 instance_pos = MODEL_MATRIX[3].xyz;
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v_world_pos = instance_pos; // Salviamo la posizione dell'istanza
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@@ -115,17 +132,10 @@ void fragment() {
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// Applichiamo la variazione al colore finale dell'erba
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vec3 varied_grass_color = mix(v_final_color, variance_color.rgb, noise_sample * variance_intensity);
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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 = smoothstep(0.0, 1.0, get_snow_progress());
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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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float snow_mask = smoothstep(0.65, 1.0, top_mask) * snow_amount * snow_visibility;
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snow_mask *= step(0.01, snow_amount);
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vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
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