fix snow for grass
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@@ -111,8 +111,8 @@ void fragment() {
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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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vec3 dark_snow = global_snow_color.rgb * (1.0 - shadow_intensity);
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vec3 shaded_snow = mix(dark_snow, global_snow_color.rgb, v_shade_factor);
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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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// Rain wetness: darken and make shinier
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