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Make seasonal snow only in winter - early spring, make rain less when not under a cloud
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@ -72,6 +72,8 @@ uniform vec3 sunVec;
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uniform ivec2 eyeBrightnessSmooth;
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uniform ivec2 eyeBrightness;
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flat varying float WinterTimeForSnow;
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// uniform int worldTime;
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#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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@ -1064,6 +1066,8 @@ void main() {
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SnowPatches = 1.0 - clamp( exp(pow(SnowPatches,3.5) * -100.0) ,0,1);
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SnowPatches *= clamp(sqrt(normal.y),0,1) * clamp(pow(lightmap.y,25)*25,0,1);
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SnowPatches = mix(0.0, SnowPatches, WinterTimeForSnow);
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if(!hand && !iswater){
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albedo = mix(albedo, vec3(0.8,0.9,1.0), SnowPatches);
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SpecularTex.rg = mix(SpecularTex.rg, vec2(1,0.05), SnowPatches);
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@ -1119,7 +1123,7 @@ void main() {
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}
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// gl_FragData[0].rgb = worldToView(normal); if(z >= 1) gl_FragData[0].rgb = vec3(0.5);
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// gl_FragData[0].rgb *= GetCloudSkyOcclusion(p3 + cameraPosition);
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// if (abs(filtered.b-0.1) < 0.0004 ) gl_FragData[0].rgb = vec3(0,1,0);
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/* DRAWBUFFERS:3 */
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