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Renaming some variables in the rainPass WGSL shader from what they were in the GLSL version.
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@@ -311,13 +311,13 @@ var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<
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var uv = (quadPosition + quadCorner) / quadGridSize;
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var uv = (quadPosition + quadCorner) / quadGridSize;
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// Retrieve the quad's glyph data
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// Retrieve the quad's glyph data
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var vGlyph = cells_RO.cells[quadIndex];
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var glyph = cells_RO.cells[quadIndex];
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// Calculate the quad's depth
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// Calculate the quad's depth
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var quadDepth = 0.0;
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var quadDepth = 0.0;
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if (volumetric) {
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if (volumetric) {
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quadDepth = fract(vGlyph.b + time.seconds * config.animationSpeed * config.forwardSpeed);
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quadDepth = fract(glyph.b + time.seconds * config.animationSpeed * config.forwardSpeed);
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vGlyph.b = quadDepth;
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glyph.b = quadDepth;
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}
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}
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// Calculate the vertex's world space position
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// Calculate the vertex's world space position
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@@ -328,10 +328,10 @@ var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<
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// "Resurrected" columns are in the green channel,
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// "Resurrected" columns are in the green channel,
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// and are vertically flipped (along with their glyphs)
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// and are vertically flipped (along with their glyphs)
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var vChannel = vec3<f32>(1.0, 0.0, 0.0);
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var channel = vec3<f32>(1.0, 0.0, 0.0);
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if (volumetric && randomFloat(vec2<f32>(quadPosition.x, 0.0)) < config.resurrectingCodeRatio) {
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if (volumetric && randomFloat(vec2<f32>(quadPosition.x, 0.0)) < config.resurrectingCodeRatio) {
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worldPosition.y = -worldPosition.y;
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worldPosition.y = -worldPosition.y;
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vChannel = vec3<f32>(0.0, 1.0, 0.0);
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channel = vec3<f32>(0.0, 1.0, 0.0);
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}
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}
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// Convert the vertex's world space position to screen space
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// Convert the vertex's world space position to screen space
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@@ -346,8 +346,8 @@ var<private> quadCorners : array<vec2<f32>, NUM_VERTICES_PER_QUAD> = array<vec2<
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return VertOutput(
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return VertOutput(
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screenPosition,
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screenPosition,
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uv,
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uv,
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vChannel,
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channel,
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vGlyph
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glyph
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);
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);
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}
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}
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