feat(environment): add painterly skies and living meadows
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extends Node3D
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## Shared opaque boughs; decorative presentation without simulation state.
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const WIND_SHADER := preload("res://world/jajce/materials/wind.gdshader")
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func _ready() -> void:
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var canopy := $Geometry/ConiferCanopy as MeshInstance3D
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var material := ShaderMaterial.new()
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material.shader = WIND_SHADER
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material.set_shader_parameter("albedo", Color(0.28, 0.47, 0.33))
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material.set_shader_parameter("painted_vertex_weight", 1.0)
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material.set_shader_parameter("wind_strength", 0.055)
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material.set_shader_parameter("wind_speed", 0.55)
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material.set_shader_parameter("wind_phase", float(posmod(hash(global_position), 6283)) / 1000.0)
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material.set_shader_parameter("wind_base_height", 0.45)
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material.set_shader_parameter("wind_full_height", 3.1)
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canopy.material_override = material
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var trunk := $Geometry/ConiferTrunk as MeshInstance3D
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var bark := StandardMaterial3D.new()
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bark.vertex_color_use_as_albedo = true
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bark.roughness = 0.95
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bark.specular_mode = BaseMaterial3D.SPECULAR_DISABLED
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trunk.material_override = bark
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