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Removed sun shower. Thunder and ripples are now handled by a third compute shader.
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99
shaders/glsl/rainPass.effect.frag.glsl
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99
shaders/glsl/rainPass.effect.frag.glsl
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precision highp float;
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// These effects are used to spice up the non-canon versions of the code rain.
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// The shader writes them to the channels of a data texture:
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// R: multiplied effects— magnify the cell's brightness
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// G: added effects— offset the cell's brightness
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// B: unused
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// A: unused
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#define SQRT_2 1.4142135623730951
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#define SQRT_5 2.23606797749979
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uniform sampler2D previousEffectState;
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uniform float numColumns, numRows;
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uniform float time, tick;
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uniform float animationSpeed;
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uniform bool hasThunder, loops;
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uniform float glyphHeightToWidth;
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uniform int rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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// Helper functions for generating randomness, borrowed from elsewhere
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vec2 randomVec2( const in vec2 uv ) {
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return fract(vec2(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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float wobble(float x) {
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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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float getThunder(float simTime, vec2 screenPos) {
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if (!hasThunder) {
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return 0.;
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}
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simTime *= 0.5;
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float thunder = 1. - fract(wobble(simTime));
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if (loops) {
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thunder = 1. - fract(simTime + 0.3);
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}
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thunder = log(thunder * 1.5) * 4.;
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thunder = clamp(thunder, 0., 1.) * 10. * pow(screenPos.y, 2.);
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return thunder;
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}
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float getRipple(float simTime, vec2 screenPos) {
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if (rippleType == -1) {
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return 0.;
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}
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float rippleTime = (simTime * 0.5 + sin(simTime) * 0.2) * rippleSpeed + 1.; // TODO: clarify
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if (loops) {
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rippleTime = (simTime * 0.5) * rippleSpeed + 1.;
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}
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vec2 offset = randomVec2(vec2(floor(rippleTime), 0.)) - 0.5;
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if (loops) {
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offset = vec2(0.);
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}
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vec2 ripplePos = screenPos * 2. - 1. + offset;
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float rippleDistance;
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if (rippleType == 0) {
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vec2 boxDistance = abs(ripplePos) * vec2(1., glyphHeightToWidth);
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rippleDistance = max(boxDistance.x, boxDistance.y);
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} else if (rippleType == 1) {
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rippleDistance = length(ripplePos);
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}
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float rippleValue = fract(rippleTime) * rippleScale - rippleDistance;
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if (rippleValue > 0. && rippleValue < rippleThickness) {
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return 0.75;
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}
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return 0.;
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}
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// Main function
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vec4 computeResult(float simTime, bool isFirstFrame, vec2 glyphPos, vec2 screenPos, vec4 previous) {
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float multipliedEffects = 1.0 + getThunder(simTime, screenPos);
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float addedEffects = getRipple(simTime, screenPos); // Round or square ripples across the grid
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vec4 result = vec4(multipliedEffects, addedEffects, 0., 0.);
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return result;
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}
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void main() {
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float simTime = time * animationSpeed;
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bool isFirstFrame = tick <= 1.;
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vec2 glyphPos = gl_FragCoord.xy;
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vec2 screenPos = glyphPos / vec2(numColumns, numRows);
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vec4 previous = texture2D( previousEffectState, screenPos );
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gl_FragColor = computeResult(simTime, isFirstFrame, glyphPos, screenPos, previous);
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}
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