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#if SEASONS == 1
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#if SEASON_LENGTH >= 24000
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int seasonLength = SEASON_LENGTH;
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#else
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int seasonLength = SEASON_LENGTH * 24000;
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#endif
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float YearLoop = (worldDay * 24000 + worldTime + SEASON_START * seasonLength) % (seasonLength * 4);
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float summer = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 0, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
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float autumn = max(0.0, (1.0 + SEASON_TRANSITION_START * 2.5) * (clamp(YearLoop - seasonLength * 1, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START * 2.5); // 2.5 to make snow appear sooner
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float winter = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 2, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
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float spring = max(0.0, (1.0 + SEASON_TRANSITION_START) * (clamp(YearLoop - seasonLength * 3, 0, seasonLength) / seasonLength) - SEASON_TRANSITION_START);
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float summerTime = spring - summer + 1.0;
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float autumnTime = summer - autumn;
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float winterTime = autumn - winter;
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float springTime = winter - spring;
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#elif SEASONS == 2
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float summerTime = 1.0;
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float autumnTime = 0.0;
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float winterTime = 0.0;
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float springTime = 0.0;
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#elif SEASONS == 3
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float summerTime = 0.0;
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float autumnTime = 1.0;
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float winterTime = 0.0;
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float springTime = 0.0;
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#elif SEASONS == 4
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float summerTime = 0.0;
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float autumnTime = 0.0;
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float winterTime = 1.0;
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float springTime = 0.0;
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#elif SEASONS == 5
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float summerTime = 0.0;
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float autumnTime = 0.0;
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float winterTime = 0.0;
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float springTime = 1.0;
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#endif
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