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Update water_fragment.glsl
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@ -105,11 +105,11 @@ vec4 circle(vec2 coords, vec2 uv, float adjusted_time)
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float height = blip(ringfollower);
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float height = blip(ringfollower);
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vec4 ret = vec4(normal.x, normal.y, height, height);
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vec4 ret = vec4(normal.x, normal.y, height, height);
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ret.xyw *= energy;
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ret.xyw *= energy;
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ret.xyz = normalize(ret.xyz);
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ret.xyz = normalize(ret.x, ret.y, ret.z+0.001);
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return ret;
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return ret;
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}
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}
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const float RAIN_RING_TIME_OFFSET = 1/6.0;
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const float RAIN_RING_TIME_OFFSET = 1.0/6.0;
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vec4 rain(vec2 uv, float time)
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vec4 rain(vec2 uv, float time)
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{
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{
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vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS);
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vec2 i_part = floor(uv * RAIN_RIPPLE_GAPS);
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