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Rebalanced rain
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6093e1972a
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767093105f
@ -115,7 +115,7 @@ void main() {
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float rain_density = rain_density_at(cam_wpos.xy) * 10.0;
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if (rain_density > 0) {
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float rain_dist = 150.0;
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for (int i = 0; i < 6; i ++) {
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for (int i = 0; i < 7; i ++) {
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rain_dist *= 0.3;
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vec3 rpos = vec3(vec2(dir_2d), view_pos.y) * rain_dist;
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@ -125,7 +125,7 @@ void main() {
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continue;
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}
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if (dot(rpos * vec3(1, 1, 0.3), rpos) < 1) {
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if (dot(rpos * vec3(1, 1, 0.5), rpos) < 1.0) {
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break;
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}
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@ -61,7 +61,7 @@ vec4 cloud_at(vec3 pos, float dist, out vec3 emission, out float not_underground
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;
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}
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float cloud_alt = CLOUD_AVG_ALT + alt * 0.5;
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float cloud_alt = alt + 1500;
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//vec2 cloud_attr = get_cloud_heights(wind_pos.xy);
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float sun_access = 0.0;
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@ -176,7 +176,7 @@ impl WeatherSim {
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for (point, cell) in self.weather.iter_mut() {
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let wpos = cell_to_wpos(point);
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let pos = wpos.as_::<f64>() + time as f64 * 0.25;
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let pos = wpos.as_::<f64>() + time as f64 * 0.1;
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let space_scale = 7_500.0;
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let time_scale = 100_000.0;
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@ -185,7 +185,7 @@ impl WeatherSim {
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let pressure = (base_nz.get(spos.into_array()) * 0.5 + 1.0).clamped(0.0, 1.0) as f32;
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cell.cloud = (1.0 - pressure) * 0.5;
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cell.rain = (1.0 - pressure - 0.2).max(0.0).powf(1.5);
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cell.rain = (1.0 - pressure - 0.15).max(0.0).powf(1.5);
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cell.wind = Vec2::new(
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rain_nz.get(spos.into_array()) as f32,
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rain_nz.get((spos + 1.0).into_array()) as f32,
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