add snow coverage to tea material
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@@ -33,7 +33,8 @@ 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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uniform float snow_visibility : hint_range(0.0, 3.0) = 1.0;
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uniform float snow_coverage : hint_range(0.05, 1.0) = 0.35;
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// --- CONTROLLO GRADIENTE E RANDOM ---
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uniform float height_min = 0.0;
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@@ -135,8 +136,10 @@ void fragment() {
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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(0.65, 1.0, top_mask) * snow_amount * snow_visibility;
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float snow_start = 1.0 - clamp(snow_coverage, 0.05, 1.0);
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float snow_mask = smoothstep(snow_start, 1.0, top_mask) * snow_amount * snow_visibility;
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snow_mask *= step(0.01, snow_amount);
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snow_mask = clamp(snow_mask, 0.0, 1.0);
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vec3 dark_snow = snow_color.rgb * (1.0 - shadow_intensity);
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vec3 shaded_snow = mix(dark_snow, snow_color.rgb, v_shade_factor);
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