fix wind!
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@@ -70,9 +70,23 @@ func _ready() -> void:
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func ApplyWindNoiseToMaterials():
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var noise_tex = preload("res://core/daynight/noise.tres")
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for node in get_tree().get_nodes_in_group("wind_node"):
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if node is GeometryInstance3D and node.material_override != null:
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node.material_override.set_shader_parameter("wind_noise", noise_tex)
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_apply_wind_noise_to_node(node, noise_tex)
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func _apply_wind_noise_to_node(node: Node, noise_tex: Texture2D) -> void:
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if node is GeometryInstance3D:
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var material_override := node.material_override as ShaderMaterial
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if material_override:
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material_override.set_shader_parameter("wind_noise", noise_tex)
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if node is MeshInstance3D:
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for surface_index in node.get_surface_override_material_count():
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var surface_material := node.get_surface_override_material(surface_index) as ShaderMaterial
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if surface_material:
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surface_material.set_shader_parameter("wind_noise", noise_tex)
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for child in node.get_children():
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_apply_wind_noise_to_node(child, noise_tex)
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func ApplyWeatherShaderToMaterials():
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var weather_shader = preload("res://core/daynight/weather_overlay.tres")
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