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turn off rain for CLOUD_MODE_NONE and adjust iterations
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80e29e2c20
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@ -97,8 +97,7 @@ void main() {
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#if (CLOUD_MODE == CLOUD_MODE_NONE)
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color.rgb = apply_point_glow(cam_pos.xyz + focus_off.xyz, dir, dist, color.rgb);
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#endif
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#else
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vec3 old_color = color.rgb;
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dir = (vec4(dir, 0) * rel_rain_dir_mat).xyz;
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@ -115,7 +114,15 @@ void main() {
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// and seeing rain.
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if (medium.x == MEDIUM_AIR && rain_density > 0.0) {
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float rain_dist = 50.0;
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for (int i = 0; i < 4; i ++) {
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#if (CLOUD_MODE <= CLOUD_MODE_LOW)
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int iterations = 2;
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#elif (CLOUD_MODE == CLOUD_MODE_MEDIUM)
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int iterations = 3;
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#else
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int iterations = 4;
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#endif
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for (int i = 0; i < iterations; i ++) {
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float old_rain_dist = rain_dist;
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rain_dist *= 0.3;
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@ -154,6 +161,7 @@ void main() {
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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);
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}
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}
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#endif
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tgt_color = vec4(color.rgb, 1);
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}
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@ -149,6 +149,7 @@ void main() {
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wave_sample_dist / slope
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);
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#if (CLOUD_MODE != CLOUD_MODE_NONE)
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if (rain_density > 0 && surf_norm.z > 0.5) {
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vec3 drop_density = vec3(2, 2, 2);
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vec3 drop_pos = wave_pos + vec3(0, 0, -time_of_day.x * 0.025);
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@ -170,6 +171,7 @@ void main() {
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* max(drop_pos.z - near_cell.z, 0);
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}
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}
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#endif
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nmap = mix(f_norm, normalize(nmap), min(1.0 / pow(frag_dist, 0.75), 1));
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@ -234,6 +234,7 @@ void main() {
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// Toggle to see rain_occlusion
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// tgt_color = vec4(rain_occlusion_at(f_pos.xyz), 0.0, 0.0, 1.0);
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// return;
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#if (CLOUD_MODE != CLOUD_MODE_NONE)
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if (rain_density > 0 && !faces_fluid && f_norm.z > 0.5) {
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vec3 pos = f_pos + focus_off.xyz;
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vec3 drop_density = vec3(2, 2, 2);
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@ -261,6 +262,7 @@ void main() {
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* max(drop_pos.z - near_cell.z, 0);
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}
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}
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#endif
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// float sun_light = get_sun_brightness(sun_dir);
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// float moon_light = get_moon_brightness(moon_dir);
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