diff --git a/assets/voxygen/shaders/clouds-frag.glsl b/assets/voxygen/shaders/clouds-frag.glsl index eab938f7b5..85787e238a 100644 --- a/assets/voxygen/shaders/clouds-frag.glsl +++ b/assets/voxygen/shaders/clouds-frag.glsl @@ -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); } diff --git a/assets/voxygen/shaders/fluid-frag/shiny.glsl b/assets/voxygen/shaders/fluid-frag/shiny.glsl index e01e2982bf..39538ba87b 100644 --- a/assets/voxygen/shaders/fluid-frag/shiny.glsl +++ b/assets/voxygen/shaders/fluid-frag/shiny.glsl @@ -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); diff --git a/assets/voxygen/shaders/terrain-frag.glsl b/assets/voxygen/shaders/terrain-frag.glsl index 168883728f..df76c504b7 100644 --- a/assets/voxygen/shaders/terrain-frag.glsl +++ b/assets/voxygen/shaders/terrain-frag.glsl @@ -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);