fix snow
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@@ -6,10 +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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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 vec4 global_snow_color;
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global uniform float global_rain_intensity;
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@@ -30,6 +31,7 @@ uniform float light_steps : hint_range(1.0, 10.0) = 4.0;
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uniform float random_mix : hint_range(0.0, 1.0) = 0.3;
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uniform float cast_shadow_strength : hint_range(0.0, 1.0) = 0.6;
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uniform float wetness_darkening : hint_range(0.0, 0.5) = 0.25;
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uniform float snow_visibility : hint_range(0.0, 1.0) = 1.0;
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varying vec3 v_final_color;
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varying float v_shade_factor;
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@@ -40,6 +42,21 @@ 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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@@ -88,17 +105,10 @@ void fragment() {
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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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float snow_amount = pow(get_snow_progress(), 0.55);
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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(1.0 - snow_amount * 1.35, 1.08 - snow_amount * 1.35, top_mask) * snow_visibility;
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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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