make rain view distance smaller, dont put wind in texture

This commit is contained in:
IsseW 2022-05-28 16:58:20 +02:00
parent fd12c8abdb
commit fa589e915e
3 changed files with 5 additions and 5 deletions

View File

@ -111,8 +111,8 @@ void main() {
vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z);
vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
float rain_dist = 250.0;
for (int i = 0; i < 7; i ++) {
float rain_dist = 50.0;
for (int i = 0; i < 4; i ++) {
float old_rain_dist = rain_dist;
rain_dist *= 0.3;

View File

@ -153,8 +153,8 @@ void main() {
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);
drop_pos.z += noise_2d(floor(drop_pos.xy * drop_density.xy) * 13.1) * 10;
vec2 cell2d = floor(drop_pos.xy * drop_density.xy);
drop_pos.z += noise_2d(cell2d * 13.1) * 10;
drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));

View File

@ -195,8 +195,8 @@ impl Lod {
[
(w.cloud * 255.0) as u8,
(w.rain * 255.0) as u8,
(w.wind.x + 128.0).clamp(0.0, 255.0) as u8,
(w.wind.y + 128.0).clamp(0.0, 255.0) as u8,
0,
0,
]
})
.collect::<Vec<_>>(),