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Balanced rain intensity
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@ -109,7 +109,7 @@ void main() {
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float wpos_dist = t - jump * depth_adjust;
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vec3 wpos = cam_pos.xyz + dir * wpos_dist;
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float density = rain_density * 3.0 * rain_occlusion_at(wpos);
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float density = rain_density * rain_occlusion_at(wpos);
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if (density < 0.001 || fract(hash(vec4(floor(wall_pos.xyz), 0))) > density) { continue; }
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if (wpos_dist > dist) { break; }
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@ -244,7 +244,7 @@ void main() {
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drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
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vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
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if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density * rain_occlusion_at(f_pos.xyz) * 10.0) {
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if (fract(hash(fract(vec4(cell, 0) * 0.01))) < rain_density * rain_occlusion_at(f_pos.xyz) * 2.0) {
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vec3 off = vec3(hash_fast(uvec3(cell * 13)), hash_fast(uvec3(cell * 5)), 0);
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vec3 near_cell = (cell + 0.5 + (off - 0.5) * 0.5) / drop_density;
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