Made rain look better

This commit is contained in:
Joshua Barretto 2022-03-13 21:20:08 +00:00 committed by IsseW
parent 99c76be297
commit 86814eba04
3 changed files with 14 additions and 10 deletions

View File

@ -102,9 +102,9 @@ void main() {
#ifdef EXPERIMENTAL_RAIN
vec3 old_color = color.rgb;
float fall_rate = 40.0;
float fall_rate = 70.0;
dir.xy += wind_vel * dir.z / fall_rate;
dir.xy += wind_vel * dir.z / fall_rate * 0;
dir = normalize(dir);
float z = (-1 / (abs(dir.z) - 1) - 1) * sign(dir.z);
@ -114,8 +114,8 @@ void main() {
vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
float rain_density = rain_density_at(cam_wpos.xy) * 10.0;
if (rain_density > 0) {
float rain_dist = 50.0;
for (int i = 0; i < 5; i ++) {
float rain_dist = 150.0;
for (int i = 0; i < 6; i ++) {
rain_dist *= 0.3;
vec3 rpos = vec3(vec2(dir_2d), view_pos.y) * rain_dist;
@ -125,8 +125,12 @@ void main() {
continue;
}
vec2 drop_density = vec2(30, 3);
vec2 drop_size = vec2(0.0015, 0.17);
if (dot(rpos * vec3(1, 1, 0.3), rpos) < 1) {
break;
}
vec2 drop_density = vec2(30, 1);
vec2 drop_size = vec2(0.0008, 0.05);
vec2 rain_pos = (view_pos * rain_dist);
rain_pos += vec2(0, tick.x * fall_rate + cam_wpos.z);
@ -137,8 +141,8 @@ void main() {
}
vec2 near_drop = cell + (vec2(0.5) + (vec2(hash(vec4(cell, 0, 0)), 0.5) - 0.5) * vec2(2, 0)) / drop_density;
float avg_alpha = (drop_size.x * drop_size.y) / 1;
float alpha = sign(max(1 - length((rain_pos - near_drop) / drop_size), 0));
float avg_alpha = (drop_size.x * drop_size.y) * 10 / 1;
float alpha = sign(max(1 - length((rain_pos - near_drop) / drop_size * 0.1), 0));
float light = sqrt(dot(old_color, vec3(1))) + (get_sun_brightness() + get_moon_brightness()) * 0.01;
color.rgb = mix(color.rgb, vec3(0.3, 0.4, 0.5) * light, mix(avg_alpha, alpha, min(1000 / dist_to_rain, 1)) * 0.25);
}

View File

@ -150,7 +150,7 @@ void main() {
);
#ifdef EXPERIMENTAL_RAIN
float rain_density = rain_density_at(cam_pos.xy + focus_off.xy) * 100.0;
float rain_density = rain_density_at(cam_pos.xy + focus_off.xy) * 50.0;
if (rain_density > 0 && surf_norm.z > 0.5) {
vec3 drop_density = vec3(2, 2, 2);
vec3 drop_pos = wave_pos + vec3(0, 0, -time_of_day.x * 0.025);

View File

@ -232,7 +232,7 @@ void main() {
vec3 k_s = vec3(R_s);
#ifdef EXPERIMENTAL_RAIN
float rain_density = rain_density_at(cam_pos.xy + focus_off.xy) * 100.0;
float rain_density = rain_density_at(cam_pos.xy + focus_off.xy) * 50.0;
if (rain_density > 0 && !faces_fluid && f_norm.z > 0.5) {
vec3 pos = f_pos + focus_off.xyz;
vec3 drop_density = vec3(2, 2, 2);