custommods
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float GetPuddles(vec2 pos) {
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float noise = texture2D(noisetex, pos).r;
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noise+= texture2D(noisetex, pos * 0.5).r *2.0;
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noise+= texture2D(noisetex, pos * 0.25).r *4.0;
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noise+= texture2D(noisetex, pos * 0.125).r *8.0;
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noise *= REFLECTION_RAIN_COVERAGE * 0.055;
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noise = max((noise-15.5) * 0.8 - 1.2 , 0.0);
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#ifndef RAIN_REF_FORCED
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float wetnessM = wetness;
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#else
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float wetnessM = 1.0;
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#endif
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noise *= wetnessM;
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noise /= sqrt(noise * noise + 1.0);
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#if REFLECTION_RAIN_COVERAGE == 100
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noise = mix(noise, 1.0, min(sqrt1(wetnessM) * 2.0, 1.0));
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#endif
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#ifdef RAIN_REF_BIOME_CHECK
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noise *= isRainy;
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#endif
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noise = clamp((noise - 0.75) * 4.5, 0.0, 1.0);
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return noise;
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}
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