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Fix colortype error, improve snow normals
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@@ -735,13 +735,13 @@ void applyPuddles(
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if(isWater || f0 > 229.5/255.0 || isEyeInWater == 1) snow = 0.0;
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vec3 snowA = pow(texture2D(snowTexA, snowCoords).rgb, vec3(2.0/(ShaderSnowStrength-0.1)));
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vec3 snowN = texture2D(snowTexN, snowCoords).rgb;
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vec3 snowN = 2*texture2D(snowTexN, snowCoords).rgb - 1;
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float omSA = 1-snowAmount;
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float textureMult = smoothstep(0.1+0.5*omSA, 0.5+0.9*omSA, length(snowA)*snow*snowAmount);
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normals = mix(normals, 0.5*snowN, textureMult);
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normals = mix(normals, normalize(snowN), textureMult);
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roughness = mix(roughness, 0.8*snowR, sqrt(textureMult));
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albedo = mix(albedo, 2.5*snowA, textureMult);
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@@ -324,6 +324,10 @@ uniform int moonPhase;
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#if colortype == 1
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#define sunColorBase vec3(sunColorR,sunColorG,sunColorB) * sun_illuminance
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#define moonColorBase vec3(moonColorR,moonColorG,moonColorB) * moon_illuminance
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#ifdef REALMOON
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#define moonColorBase2 blackbody(Moon_temp) * moon_illuminance
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#endif
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#else
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#define sunColorBase blackbody(Sun_temp) * sun_illuminance
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