fix snow
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@@ -3,7 +3,7 @@ render_mode blend_mix, depth_draw_never;
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//Snow globals
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global uniform float global_snow_start_time = -1.0;
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global uniform float global_snow_accumulation_speed = 0.1;
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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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@@ -72,18 +72,15 @@ float fbm(vec2 p) {
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}
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float get_snow_progress() {
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bool has_snow_timeline = global_snow_start_time >= 0.0 || global_snow_melt_time >= 0.0;
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float snow_progress = clamp(global_snow_amount, 0.0, 1.0);
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if (has_snow_timeline) {
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snow_progress = 0.0;
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if (global_snow_start_time >= 0.0) {
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snow_progress = 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_progress *= (1.0 - melt);
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}
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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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@@ -130,12 +127,13 @@ void fragment() {
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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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facing_up
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);
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float flat_accumulation = smoothstep(0.0, 0.35, v_snow_cap_mask) * snow_accumulation;
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float snow_coverage = smoothstep(0.0, 0.6, noise_val + snow_progress - 0.4 + flat_accumulation * 0.25);
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float snow_factor = max(snow_edge * snow_coverage * snow_progress, flat_accumulation);
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float snow_opacity = smoothstep(0.04, 0.28, snow_factor);
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float snow_variation = mix(0.75, 1.15, noise_val);
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float snow_coverage = clamp(snow_progress * snow_variation + flat_accumulation * 0.25, 0.0, 1.0);
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float snow_factor = max(snow_edge * snow_coverage, flat_accumulation);
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float snow_opacity = clamp(snow_factor, 0.0, 1.0);
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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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