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Commit 0110290a authored by Michel Comin Escude's avatar Michel Comin Escude
Browse files

Increase glass rain size

Bug: 358569163
Test: visual
Flag: EXEMPT MP apk not in build yet
Change-Id: Iaa3af57d3509970f825f1185488e951a46eba6f1
parent 87b99b86
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+4 −4
Original line number Diff line number Diff line
@@ -35,7 +35,7 @@ vec4 main(float2 fragCoord) {
         uv,
         screenAspectRatio,
         time * 0.7,
         /* Grid size = */ vec2(4.0, 2.0) * gridScale,
         /* Grid size = */ vec2(5.0, 1.6) * gridScale,
         intensity * 0.6);
    float dropMask = smallDrippingRain.dropMask;
    float droppletsMask = smallDrippingRain.droppletsMask;
@@ -47,8 +47,8 @@ vec4 main(float2 fragCoord) {
    GlassRain medDrippingRain = generateGlassRain(
          uv,
          screenAspectRatio,
          time * 0.8869,
          /* Grid size = */ vec2(3.5, 1.5) * gridScale,
          time * 0.80,
          /* Grid size = */ vec2(6., 0.945) * gridScale,
          intensity * 0.6);

    // 3. Combine those two glass rains.
@@ -61,7 +61,7 @@ vec4 main(float2 fragCoord) {
        medDrippingRain.dropplets * medDrippingRain.droppletsMask, medDrippingRain.droppletsMask);

    // 4. Add static rain droplets on the glass surface. (They stay in place and dissapate.)
    vec2 gridSize = vec2(15., 15.) * gridScale;
    vec2 gridSize = vec2(12., 12.) * gridScale;
    // Aspect ratio impacts visible cells.
    gridSize.y /= screenAspectRatio;
    vec3 staticRain = generateStaticGlassRain(uv, time, intensity, gridSize);