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Adding random functions to rain render pass shader
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@@ -1,6 +1,8 @@
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let NUM_VERTICES_PER_QUAD:i32 = 6;
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let NUM_VERTICES_PER_QUAD:i32 = 6;
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let PI:f32 = 3.14159265359;
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let PI:f32 = 3.14159265359;
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let TWO_PI:f32 = 6.28318530718;
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let TWO_PI:f32 = 6.28318530718;
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let SQRT_2:f32 = 1.4142135623730951;
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let SQRT_5:f32 = 2.23606797749979;
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[[block]] struct Config {
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[[block]] struct Config {
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numColumns: i32;
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numColumns: i32;
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@@ -30,6 +32,25 @@ let TWO_PI:f32 = 6.28318530718;
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};
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};
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[[group(0), binding(5)]] var<uniform> scene:Scene;
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[[group(0), binding(5)]] var<uniform> scene:Scene;
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// Helper functions for generating randomness, borrowed from elsewhere
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fn randomFloat( uv:vec2<f32> ) -> f32 {
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let a = 12.9898;
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let b = 78.233;
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let c = 43758.5453;
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let dt = dot( uv, vec2<f32>( a,b ) );
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let sn = dt % PI;
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return fract(sin(sn) * c);
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}
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fn randomVec2( uv:vec2<f32> ) -> vec2<f32> {
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return fract(vec2<f32>(sin(uv.x * 591.32 + uv.y * 154.077), cos(uv.x * 391.32 + uv.y * 49.077)));
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}
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fn wobble(x:f32) -> f32 {
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return x + 0.3 * sin(SQRT_2 * x) + 0.2 * sin(SQRT_5 * x);
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}
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// Vertex shader
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// Vertex shader
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struct VertexOutput {
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struct VertexOutput {
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