Loading weathereffects/graphics/assets/shaders/rain_glass_layer.agsl +4 −4 Original line number Diff line number Diff line Loading @@ -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; Loading @@ -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. Loading @@ -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); Loading Loading
weathereffects/graphics/assets/shaders/rain_glass_layer.agsl +4 −4 Original line number Diff line number Diff line Loading @@ -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; Loading @@ -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. Loading @@ -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); Loading