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make rain view distance smaller, dont put wind in texture
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fd12c8abdb
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@ -111,8 +111,8 @@ void main() {
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vec2 view_pos = vec2(atan2(dir_2d.x, dir_2d.y), z);
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vec3 cam_wpos = cam_pos.xyz + focus_off.xyz;
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float rain_dist = 250.0;
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for (int i = 0; i < 7; i ++) {
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float rain_dist = 50.0;
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for (int i = 0; i < 4; i ++) {
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float old_rain_dist = rain_dist;
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rain_dist *= 0.3;
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@ -153,8 +153,8 @@ void main() {
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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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drop_pos.z += noise_2d(floor(drop_pos.xy * drop_density.xy) * 13.1) * 10;
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vec2 cell2d = floor(drop_pos.xy * drop_density.xy);
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drop_pos.z += noise_2d(cell2d * 13.1) * 10;
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drop_pos.z *= 0.5 + hash_fast(uvec3(cell2d, 0));
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vec3 cell = vec3(cell2d, floor(drop_pos.z * drop_density.z));
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@ -195,8 +195,8 @@ impl Lod {
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[
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(w.cloud * 255.0) as u8,
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(w.rain * 255.0) as u8,
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(w.wind.x + 128.0).clamp(0.0, 255.0) as u8,
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(w.wind.y + 128.0).clamp(0.0, 255.0) as u8,
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0,
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0,
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]
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})
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.collect::<Vec<_>>(),
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