fix snow and water ripples + add water colors
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@@ -125,6 +125,7 @@ func _process(delta: float) -> void:
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var base_grad_top: Color
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var base_grad_bot: Color
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var base_grad_intensity: float
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var base_water_color: Color
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var base_rotation_sun: Vector3
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if is_raining:
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@@ -152,6 +153,7 @@ func _process(delta: float) -> void:
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base_grad_top = environment_config.grad_top_morning.lerp(environment_config.grad_top_afternoon, t)
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base_grad_bot = environment_config.grad_top_morning.lerp(environment_config.grad_bot_afternoon, t)
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base_grad_intensity = lerp(environment_config.grad_intensity_morning, environment_config.grad_intensity_afternoon, t)
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base_water_color = environment_config.water_color_morning.lerp(environment_config.water_color_afternoon, t)
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base_rotation_sun = environment_config.sun_rotation_morning.lerp(environment_config.sun_rotation_afternoon, t)
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else:
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var t = day_time - 2.0
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@@ -165,6 +167,7 @@ func _process(delta: float) -> void:
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base_grad_top = environment_config.grad_top_afternoon.lerp(environment_config.grad_top_night, t)
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base_grad_bot = environment_config.grad_bot_afternoon.lerp(environment_config.grad_bot_night, t)
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base_grad_intensity = lerp(environment_config.grad_intensity_afternoon, environment_config.grad_intensity_night, t)
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base_water_color = environment_config.water_color_afternoon.lerp(environment_config.water_color_night, t)
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base_rotation_sun = environment_config.sun_rotation_afternoon.lerp(environment_config.sun_rotation_night, t)
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var weather_color = environment_config.rain_mode_color
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@@ -176,6 +179,7 @@ func _process(delta: float) -> void:
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var final_sky_horizon = base_sky_horizon.lerp(base_sky_horizon * weather_color, clamp(rain_intensity, 0.0, 1.0))
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var final_fog_color = base_fog_color.lerp(base_fog_color * weather_color, clamp(rain_intensity, 0.0, 1.0))
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var final_fog_density = lerp(base_fog_density, base_fog_density * 4.0, clamp(rain_intensity, 0.0, 1.0))
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var final_water_color = base_water_color.darkened(clamp(environment_config.water_darkening_rain, 0.0, 1.0) * clamp(rain_intensity, 0.0, 1.0))
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final_tint = final_tint.lerp(final_tint * environment_config.snow_mode_color, actual_snow_amount)
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final_sky_top = final_sky_top.lerp(final_sky_top * environment_config.snow_mode_color, actual_snow_amount)
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@@ -189,6 +193,7 @@ func _process(delta: float) -> void:
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RenderingServer.global_shader_parameter_set("global_gradient_color_top", final_grad_top)
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RenderingServer.global_shader_parameter_set("global_gradient_color_bot", final_grad_bot)
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RenderingServer.global_shader_parameter_set("global_gradient_intensity", base_grad_intensity)
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RenderingServer.global_shader_parameter_set("global_water_color", final_water_color)
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var night_val = clamp(day_time - 2.0, 0.0, 1.0)
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@@ -769,7 +774,7 @@ func init_snow(value: float = 0.0):
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RenderingServer.global_shader_parameter_set("global_snow_accumulation_speed", environment_config.snow_accumulation_speed)
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RenderingServer.global_shader_parameter_set("global_snow_melt_speed", environment_config.snow_melt_speed)
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RenderingServer.global_shader_parameter_set("global_snow_max_accumulation", environment_config.snow_max_accumulation)
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RenderingServer.global_shader_parameter_set("global_snow_cap_enabled", 1.0 if environment_config.show_snow_accumulation_volume else 0.0)
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RenderingServer.global_shader_parameter_set("global_snow_cap_enabled", environment_config.show_snow_accumulation_volume)
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RenderingServer.global_shader_parameter_set("global_snow_cap_height", environment_config.snow_cap_height)
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RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_start", environment_config.snow_cap_flatness_start)
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RenderingServer.global_shader_parameter_set("global_snow_cap_flatness_end", environment_config.snow_cap_flatness_end)
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