
bool End(float4 fc){if(((fc.r > fc.g) && (fc.b > fc.g) && (fc.b > fc.r)) && (fc.r < 0.05 && fc.b < 0.05 && fc.g < 0.05)){return true;}else{return false;}}

bool Nether(float2 fct){if(fct.r < 0.15 && fct.x > 0.001 ){return true;}else{return false;}}

bool Underwater(float2 fct){if(fct.x == 0.0){ return true;}else{return false;}}

float Rain(float2 fct){ return  smoothstep(1.0,0.5,(fct.x) / ((fct.y+.3) - fct.x));}
float Raein(float2 fct){
	
	float r = 1.0;
	//if(fct.x < 0.55 && fct.x > 0.1) r = 0.0;
	r = lerp(1.0,0.0,smoothstep(0.5,1.0, fct.x+0.3));
	//r = lerp(.8,0.0,clamp(( pow(fct.x + 0.3, 10.0)), 0.0, 1.0));
	float rf = smoothstep(r,0.0,1.0);
 return  r;
 
}