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another seasons tweak
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@ -46,6 +46,7 @@ vec4 toClipSpace3(vec3 viewSpacePosition) {
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*/
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*/
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#define SEASONS_VSH
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#define SEASONS_VSH
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#define DH_SEASONS
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#include "/lib/climate_settings.glsl"
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#include "/lib/climate_settings.glsl"
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void main() {
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void main() {
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@ -27,7 +27,9 @@
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vec3 WinterCol = vec3(Winter_R, Winter_G, Winter_B) ;
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vec3 WinterCol = vec3(Winter_R, Winter_G, Winter_B) ;
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vec3 SpringCol = vec3(Spring_R, Spring_G, Spring_B);
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vec3 SpringCol = vec3(Spring_R, Spring_G, Spring_B);
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// decide if you want to replace biome colors or tint them.
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// decide if you want to replace biome colors or tint them.
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SummerCol *= glcolor;
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SummerCol *= glcolor;
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AutumnCol *= glcolor;
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AutumnCol *= glcolor;
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WinterCol *= glcolor;
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WinterCol *= glcolor;
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@ -65,10 +67,14 @@
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vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
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vec3 SpringToSummer = mix(WinterToSpring, SummerCol, SpringTime);
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// make it so that you only have access to parts of the texture that use the tint index
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// make it so that you only have access to parts of the texture that use the tint index
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bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0 && isPlants;
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bool IsTintIndex = floor(dot(glcolor,vec3(0.5))) < 1.0;
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// multiply final color by the final lerped color, because it contains all the other colors.
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// multiply final color by the final lerped color, because it contains all the other colors.
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if(IsTintIndex) FinalColor = SpringToSummer;
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#ifdef DH_SEASONS
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if(isPlants || isLeaves) FinalColor = SpringToSummer;
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#else
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if(IsTintIndex) FinalColor = SpringToSummer;
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#endif
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// #ifdef Snowy_Winter
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// #ifdef Snowy_Winter
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// // this is to make snow only exist in winter
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// // this is to make snow only exist in winter
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