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#define MOSS_NOISE_INTENSITY 1.0 //[0.5 0.75 1.0 1.25 1.5 2.0]
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#define MOSS_NOISE_REMOVE_INTENSITY 1.00 //[0.00 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.60 1.70 1.80 1.90 2.00 2.25 2.50 2.75 3.00]
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#define MOSS_TRANSPARENCY 0.85 // [0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 1.00]
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#define MOSS_IN_CAVES 0 //[0 1 2] //lush caves, true, false
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#define MOSS_SIDE_INTENSITY 10 //[0 1 2 3 4 5 6 7 8 9 10]
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#define MOSS_NOISE_DISTANCE 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0]
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#define MOSS_SIZE 16 //[8 16 32 64 128]
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#define SAND_CONDITION 0 //[0 1 2] 0 = dynamic 1 = only in hot biomes, 2 = everywhere
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#define SAND_SIZE 16 //[8 16 32 64 128]
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#define SAND_NOISE_INTENSITY 1.0 //[0.5 0.75 1.0 1.25 1.5 2.0]
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#define SAND_NOISE_REMOVE_INTENSITY 1.00 //[0.00 0.90 0.95 1.00 1.05 1.10 1.15 1.20 1.25 1.30 1.35 1.40 1.45 1.50 1.60 1.70 1.80 1.90 2.00 2.25 2.50 2.75 3.00]
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#define SAND_TRANSPARENCY 0.85 // [0.10 0.15 0.20 0.25 0.30 0.35 0.40 0.45 0.50 0.55 0.60 0.65 0.70 0.75 0.80 0.85 0.90 1.00]
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#define SAND_IN_CAVES true //[true false]
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#define SAND_SIDE_INTENSITY 7 //[0 1 2 3 4 5 6 7 8 9 10]
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#define SAND_NOISE_DISTANCE 1.0 //[0.5 1.0 1.5 2.0 2.5 3.0 3.5 4.0]
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vec3 absPlayerPos = abs(playerPos);
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float maxPlayerPosXZ = max(absPlayerPos.x, absPlayerPos.z);
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#ifdef MOSS_NOISE_INTERNAL
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#if MOSS_IN_CAVES == 0
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float mossDecider = -clamp01(pow2(min1(maxPlayerPosXZ / (200 * MOSS_NOISE_DISTANCE)) * 2.0)) + 1.0; // The effect will only be around the player
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#else
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float mossDecider = 1.0;
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#endif
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if (mossDecider > 0.001){
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vec3 mossColor = mix(vec3(0.2745, 0.3412, 0.1412), vec3(0.451, 0.5804, 0.1255), float(hash33(floor(mod(worldPos, vec3(100.0)) * MOSS_SIZE + 0.03) * MOSS_SIZE)) * 0.15);
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#if MOSS_IN_CAVES < 2
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bool disableLight = true;
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#else
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bool disableLight = false;
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#endif
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#if MOSS_SIDE_INTENSITY == 0
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float mossSide = 0.0;
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#else
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float mossSide = MOSS_SIDE_INTENSITY * 0.1;
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#endif
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vec2 mossVec = getOverlayNoise(mossSide, disableLight, false, 0.1, MOSS_SIZE, worldPos, MOSS_TRANSPARENCY, MOSS_NOISE_REMOVE_INTENSITY * 1.5);
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float mossNoise = mossVec.y;
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float mossVariable = mossVec.x;
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#if MOSS_IN_CAVES == 0
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mossVariable *= inLushCave;
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#endif
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mossColor *= 1.1;
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mossColor += 0.13 * mossNoise * MOSS_NOISE_INTENSITY; // make the noise less noticeable & configurable with option
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#ifdef GBUFFERS_TERRAIN
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#if MOSS_IN_CAVES == 0
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emission *= mix(1.0, overlayNoiseEmission, inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
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smoothnessG = mix(smoothnessG, 0.0, mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
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#ifndef DH_TERRAIN
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smoothnessD = mix(smoothnessD, smoothnessG, mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
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#endif
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#else
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emission *= mix(1.0, overlayNoiseEmission, overlayNoiseIntensity * mossNoiseIntensity);
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smoothnessG = mix(smoothnessG, 0.0, mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
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#ifndef DH_TERRAIN
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smoothnessD = mix(smoothnessD, smoothnessG, mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
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#endif
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#endif
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#endif
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#if MOSS_IN_CAVES == 0
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smoothnessG = mix(smoothnessG, max(smoothnessG, 0.3 * color.g * float(color.g > color.b * 1.5)), mossVariable * inLushCave * overlayNoiseIntensity * mossNoiseIntensity);
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#else
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smoothnessG = mix(smoothnessG, max(smoothnessG, 0.3 * color.g * float(color.g > color.b * 1.5)), mossVariable * overlayNoiseIntensity * mossNoiseIntensity);
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#endif
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#ifdef GBUFFERS_WATER
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#if MOSS_IN_CAVES == 0
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overlayNoiseTransparentOverwrite = mix(overlayNoiseTransparentOverwrite, overlayNoiseAlpha, inLushCave);
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fresnel = mix(fresnel, 0.01, mossVariable * overlayNoiseFresnelMult * inLushCave);
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#else
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overlayNoiseTransparentOverwrite = overlayNoiseAlpha;
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fresnel = mix(fresnel, 0.01, mossVariable * overlayNoiseFresnelMult);
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#endif
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#endif
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mossVariable *= mossDecider;
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color.rgb = mix(color.rgb, mossColor, mossVariable * overlayNoiseIntensity * mossNoiseIntensity * MOSS_TRANSPARENCY);
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color.a = mix(color.a, 1.0, clamp(overlayNoiseTransparentOverwrite * mossVariable * mossNoiseIntensity, 0.0, 1.0 * MOSS_TRANSPARENCY));
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}
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#endif
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#ifdef SAND_NOISE_INTERNAL
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#if SAND_CONDITION < 2
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float sandDecider = -clamp01(pow2(min1(maxPlayerPosXZ / (200 * SAND_NOISE_DISTANCE)) * 2.0)) + 1.0; // The effect will only be around the player
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#else
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float sandDecider = 1.0;
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#endif
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if (sandDecider > 0.001){
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#if SAND_CONDITION == 0
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float desertSandColorMixer = inSand + inRedSand;
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vec3 sandColor = mix(
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vec3(0.9216, 0.8353, 0.6196), (inSand * vec3(0.9216, 0.8353, 0.6196) + inRedSand * vec3(0.5843, 0.3412, 0.1569)), desertSandColorMixer);
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#else
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vec3 sandColor = vec3(0.9216, 0.8353, 0.6196);
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#endif
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#if SAND_SIDE_INTENSITY == 0
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float sandSide = 0.0;
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#else
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float sandSide = SAND_SIDE_INTENSITY * 0.1;
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#endif
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vec2 sandVec = getOverlayNoise(sandSide, SAND_IN_CAVES, true, 0.1, SAND_SIZE, worldPos, SAND_TRANSPARENCY, SAND_NOISE_REMOVE_INTENSITY * 2.0);
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float sandNoise = sandVec.y;
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float sandVariable = sandVec.x;
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#if SAND_CONDITION == 0
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sandVariable *= desertSandColorMixer;
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#elif SAND_CONDITION == 1
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sandVariable *= inDry;
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#endif
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sandColor *= 1.1;
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sandColor += 0.13 * sandNoise * SAND_NOISE_INTENSITY; // make the noise less noticeable & configurable with option
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#ifdef GBUFFERS_TERRAIN
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#if SAND_CONDITION == 0
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emission *= mix(1.0, overlayNoiseEmission, desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
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smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
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smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
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#ifndef DH_TERRAIN
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smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
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#endif
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highlightMult = mix(highlightMult, 2.0, sandVariable * desertSandColorMixer * overlayNoiseIntensity * sandNoiseIntensity);
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#elif SAND_CONDITION == 1
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emission *= mix(1.0, overlayNoiseEmission, inDry * overlayNoiseIntensity * sandNoiseIntensity);
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smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
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smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
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#ifndef DH_TERRAIN
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smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
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#endif
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highlightMult = mix(highlightMult, 2.0, sandVariable * inDry * overlayNoiseIntensity * sandNoiseIntensity);
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#else
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emission *= overlayNoiseEmission;
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smoothnessG = mix(smoothnessG, pow(color.g, 16.0) * 2.0, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
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smoothnessG = mix(smoothnessG, min1(smoothnessG), sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
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#ifndef DH_TERRAIN
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smoothnessD = mix(smoothnessD, smoothnessG * 0.7, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
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#endif
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highlightMult = mix(highlightMult, 2.0, sandVariable * overlayNoiseIntensity * sandNoiseIntensity);
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#endif
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#endif
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#ifdef GBUFFERS_WATER
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#if SAND_CONDITION == 0
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overlayNoiseTransparentOverwrite = mix(0.0, overlayNoiseAlpha, desertSandColorMixer);
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fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult * desertSandColorMixer);
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#elif SAND_CONDITION == 1
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overlayNoiseTransparentOverwrite = mix(0.0, overlayNoiseAlpha, inDry);
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fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult * inDry);
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#else
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overlayNoiseTransparentOverwrite = overlayNoiseAlpha;
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fresnel = mix(fresnel, 0.01, sandVariable * overlayNoiseFresnelMult);
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#endif
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#endif
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sandVariable *= sandDecider;
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color.rgb = mix(color.rgb, sandColor, sandVariable * overlayNoiseIntensity * sandNoiseIntensity * SAND_TRANSPARENCY);
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color.a = mix(color.a, 1.0, clamp(overlayNoiseTransparentOverwrite * sandVariable * overlayNoiseIntensity * sandNoiseIntensity * SAND_TRANSPARENCY, 0.0, 1.0));
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}
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#endif
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