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Freeing up a rain pass channel
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@@ -3,7 +3,7 @@ precision highp float;
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// This shader is the star of the show. For each glyph, it determines its:
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// R: brightness
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// G: progress through the glyph sequence
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// B: depth, aka distance from the screen
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// B: unused!
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// A: additional brightness for effects
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// Listen.
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@@ -24,7 +24,7 @@ uniform bool hasSun, hasThunder, loops;
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uniform bool showComputationTexture;
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uniform float brightnessOverride, brightnessThreshold, brightnessDecay;
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uniform float baseContrast, baseBrightness;
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uniform float raindropLength, glyphHeightToWidth;
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uniform float raindropLength, glyphHeightToWidth, glyphSequenceLength;
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uniform int cycleStyle, rippleType;
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uniform float rippleScale, rippleSpeed, rippleThickness;
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uniform float cursorEffectThreshold;
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@@ -188,10 +188,7 @@ vec4 computeResult(bool isFirstFrame, vec4 previousResult, vec2 glyphPos, vec2 s
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brightness = mix(previousBrightness, brightness, brightnessDecay);
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}
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// Determine the glyph depth. This is a static value for each column.
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float depth = randomFloat(vec2(screenPos.x, 0.));
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vec4 result = vec4(brightness, cycle, depth, effect);
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vec4 result = vec4(brightness, cycle, 0.0, effect);
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// Better use of the alpha channel, for demonstrating how the glyph cycle works
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if (showComputationTexture) {
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