feat(environment): add painterly skies and living meadows
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shader_type spatial;
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render_mode blend_mix, depth_prepass_alpha, cull_disabled, diffuse_burley;
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uniform bool circular_wash = false;
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uniform vec3 foam_color : source_color = vec3(0.83, 0.94, 0.93);
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void fragment() {
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vec2 p = UV * 2.0 - 1.0;
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float wash = sin(p.x * 18.0 + sin(p.y * 12.0 + TIME * 0.8) * 1.5);
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wash *= sin(p.y * 23.0 - TIME * 1.4 + p.x * 3.0);
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float mask = (1.0 - smoothstep(0.45, 1.0, abs(p.x)));
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mask *= 1.0 - smoothstep(0.2, 1.0, abs(p.y));
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if (circular_wash) {
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float radius = length(p);
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float angle = atan(p.y, p.x);
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float broken_arcs = sin(radius * 32.0 - TIME * 0.75 + sin(angle * 5.0) * 0.6);
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mask = smoothstep(0.65, 0.94, broken_arcs);
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mask *= smoothstep(0.1, 0.35, radius) * (1.0 - smoothstep(0.65, 0.98, radius));
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mask *= smoothstep(-0.3, 0.8, sin(angle * 3.0 + radius * 9.0));
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}
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ALBEDO = foam_color;
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ROUGHNESS = 0.65;
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ALPHA = mask * smoothstep(-0.45, 0.6, wash) * 0.48;
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}
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