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forgot to make the transition slow for sandstorms and blizzards
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@ -28,7 +28,6 @@ float cloudVol(in vec3 pos){
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vec3 samplePos = pos*vec3(1.0,1./24.,1.0);
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vec3 samplePos2 = pos*vec3(1.0,1./48.,1.0);
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float mult = exp( -max((pos.y - SEA_LEVEL) / 35.,0.0));
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float fog_shape = 1.0 - densityAtPosFog(samplePos * 24.0 );
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float fog_eroded = 1.0 - densityAtPosFog(samplePos2 * 200.0 );
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@ -273,10 +273,11 @@ variable.int.BiomeTransitionTime = 30
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uniform.float.isJungles = smooth(6, if(in(biome,23,24,25), 1,0), BiomeTransitionTime,BiomeTransitionTime)
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uniform.float.isSwamps = smooth(7, if(in(biome,6,7), 1,0), BiomeTransitionTime,BiomeTransitionTime)
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uniform.float.noPuddleAreas = smooth(8, if(in(biome,5,16,17,18,26, 27, 28, 3, 4, 16,31,32,33,34, 37, 39, 48), 0,1), 5,5)
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uniform.float.sandStorm = smooth(9, if(in(biome,5,26,27,28), rainStrength,0), 5,5)
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uniform.float.snowStorm = smooth(10, if(in(biome,31,32,33,34), rainStrength,0), 5,5)
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uniform.float.sandStorm = smooth(9, if(in(biome,5,26,27,28), rainStrength,0), 15,15)
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uniform.float.snowStorm = smooth(10, if(in(biome,31,32,33,34), rainStrength,0), 15,15)
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# uniform.float.isLush = smooth(8, if(in(biome,10,50), 1,0), BiomeTransitionTime,BiomeTransitionTime)
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