fix snow for grass
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@@ -141,13 +141,15 @@ void fragment() {
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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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float full_snow_mask = smoothstep(0.72, 1.0, snow_amount) * step(0.01, snow_visibility);
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float final_snow_mask = max(snow_mask, full_snow_mask);
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vec3 snow_base_color = max(snow_color.rgb, global_snow_color.rgb);
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float snow_light = mix(0.82, 1.0, max(v_shade_factor, 0.35));
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vec3 shaded_snow = clamp(snow_base_color * snow_light, 0.0, 1.0);
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// Mescoliamo il colore variato con la neve
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vec3 final_albedo = mix(varied_grass_color, shaded_snow, snow_mask);
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vec3 final_albedo = mix(varied_grass_color, shaded_snow, final_snow_mask);
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float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
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final_albedo *= mix(1.0, 1.0 - wetness_darkening, rain_int);
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float final_roughness = mix(0.02, 0.005, rain_int);
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@@ -110,10 +110,12 @@ void fragment() {
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float top_mask = 1.0 - shifted_uv.y;
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float snow_mask = smoothstep(1.0 - snow_amount * 1.35, 1.08 - snow_amount * 1.35, top_mask) * snow_visibility;
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snow_mask *= step(0.01, snow_amount);
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float full_snow_mask = smoothstep(0.78, 1.0, snow_amount) * clamp(snow_visibility, 0.0, 1.0);
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float final_snow_mask = max(snow_mask, full_snow_mask);
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float snow_light = mix(0.82, 1.0, max(v_shade_factor, 0.35));
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vec3 shaded_snow = clamp(global_snow_color.rgb * snow_light, 0.0, 1.0);
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vec3 final_albedo = mix(v_final_color, shaded_snow, snow_mask);
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vec3 final_albedo = mix(v_final_color, shaded_snow, final_snow_mask);
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// Rain wetness: darken and make shinier
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float rain_int = clamp(global_rain_intensity, 0.0, 1.0);
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