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Make random displacement more random and double raindrop density in each axis (4x the raindrops)
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@ -55,11 +55,19 @@ const float WOBBLY_SHORE_FADE_DISTANCE = 6200.0; // fade out wobbly shores to
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// ---------------- rain ripples related stuff ---------------------
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const float RAIN_RIPPLE_GAPS = 5.0;
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const float RAIN_RIPPLE_RADIUS = 0.1;
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const float RAIN_RIPPLE_GAPS = 10.0;
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const float RAIN_RIPPLE_RADIUS = 0.2;
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vec2 randOffset(vec2 c)
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float scramble(float x, float z)
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{
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return mod(pow(x*3.0+1.0, z), 1.0);
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}
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vec2 randOffset(vec2 c, float time)
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{
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time = mod(time/1000.0, 1.0);
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c.x *= scramble(scramble(time + c.x/1000.0, 4.0), 3.0) + 1.0;
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c.y *= scramble(scramble(time + c.y/1000.0, 3.5), 3.0) + 1.0;
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return fract(vec2(
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c.x * c.y / 8.0 + c.y * 0.3 + c.x * 0.2,
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c.x * c.y / 14.0 + c.y * 0.5 + c.x * 0.7));
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@ -85,8 +93,7 @@ float blipDerivative(float x)
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vec2 randomize_center(vec2 i_part, float time)
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{
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time = 0.5 + mod(time/1000.0, 1.0)*0.5;
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vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part*time) - 1.0);
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vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part, time) - 1.0);
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return center;
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}
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@ -128,7 +135,7 @@ vec4 rain(vec2 uv, float time)
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ret.w = a.w + c.w/8.0;
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return ret;
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}
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vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and ripple energy in w
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vec4 rainCombined(vec2 uv, float time) // returns ripple normal in xyz and fake specularity in w
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{
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return
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rain(uv,time) +
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