feat(environment): add painterly skies and living meadows
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@@ -2,9 +2,9 @@ shader_type spatial;
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render_mode blend_mix, depth_prepass_alpha, cull_disabled, diffuse_burley, specular_schlick_ggx;
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uniform float scroll_speed : hint_range(0.0, 4.0) = 1.35;
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uniform vec3 shadow_color : source_color = vec3(0.075, 0.33, 0.34);
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uniform vec3 water_color : source_color = vec3(0.31, 0.68, 0.64);
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uniform vec3 light_color : source_color = vec3(0.78, 0.94, 0.83);
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uniform vec3 shadow_color : source_color = vec3(0.11, 0.39, 0.54);
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uniform vec3 water_color : source_color = vec3(0.39, 0.73, 0.82);
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uniform vec3 light_color : source_color = vec3(0.85, 0.96, 0.94);
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uniform vec3 foam_color : source_color = vec3(0.91, 0.97, 0.9);
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@@ -22,17 +22,16 @@ void fragment() {
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float soft_thread = sin(flow_uv.x * 13.0 - flow_uv.y * 7.0) * 0.5 + 0.5;
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float falling_detail = sin(flow_uv.y * 27.0 + flow_uv.x * 7.0) * 0.5 + 0.5;
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float thread = smoothstep(0.36, 0.9, long_thread * 0.6 + soft_thread * 0.4);
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float broken_foam = smoothstep(0.72, 0.98, falling_detail * thread);
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float broken_foam = smoothstep(0.61, 0.94, falling_detail * thread);
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float base_foam = smoothstep(0.58, 1.0, UV.y);
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float edge_fade = smoothstep(0.0, 0.08, UV.x) * smoothstep(1.0, 0.92, UV.x);
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float edge_fade = smoothstep(0.0, 0.08, UV.x) * (1.0 - smoothstep(0.92, 1.0, UV.x));
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vec3 color = mix(shadow_color, water_color, 0.5 + thread * 0.35);
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color = mix(color, light_color, broken_foam * 0.5);
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color = mix(color, light_color, thread * 0.35 + broken_foam * 0.35);
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color = mix(color, foam_color, base_foam * (0.38 + broken_foam * 0.42));
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ALBEDO = color;
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ROUGHNESS = mix(0.16, 0.32, broken_foam);
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SPECULAR = 0.65;
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EMISSION = light_color * (broken_foam * 0.07 + base_foam * 0.04);
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ALPHA = edge_fade * mix(0.62, 0.9, thread * 0.56 + base_foam * 0.3);
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ALPHA = edge_fade * mix(0.76, 0.95, thread * 0.56 + base_foam * 0.3);
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}
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