fix snow and water ripples + add water colors
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@@ -2,6 +2,7 @@ shader_type spatial;
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render_mode blend_mix, depth_draw_always;
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global uniform float global_rain_intensity;
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global uniform vec4 global_water_color = vec4(0.285, 0.534, 0.487, 1.0);
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//Water color
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uniform vec4 deep_water_color : source_color = vec4(0.0, 0.1, 0.2, 1.0);
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@@ -44,12 +45,14 @@ void fragment() {
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float water_depth_gradient = exp(-depth_difference * beer_law_factor);
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vec4 base_water = mix(deep_water_color, shallow_water_color, water_depth_gradient);
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float rain_intensity = clamp(global_rain_intensity, 0.0, 1.0);
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base_water.rgb = mix(base_water.rgb, global_water_color.rgb, 0.7);
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vec2 pos = world_pos_xz * ripple_scale;
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vec2 cell = floor(pos);
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vec2 local_pos = fract(pos) - 0.5;
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float random_val = fract(sin(dot(cell, vec2(12.9898, 78.233))) * 43758.5453);
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float is_active_cell = step(1.0 - ripple_density, random_val);
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float active_ripple_density = ripple_density * rain_intensity;
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float is_active_cell = step(1.0 - active_ripple_density, random_val);
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float ring = 0.0;
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if (is_active_cell > 0.0) {
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