diff --git a/shaders/glsl/rainPass.frag.glsl b/shaders/glsl/rainPass.frag.glsl index f6b6672..cf2c666 100644 --- a/shaders/glsl/rainPass.frag.glsl +++ b/shaders/glsl/rainPass.frag.glsl @@ -79,7 +79,11 @@ void main() { float alpha = clamp(sigDist/fwidth(sigDist) + 0.5, 0.0, 1.0); if (showComputationTexture) { - gl_FragColor = vec4(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0); + vec4 debugColor = vec4(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0); + if (volumetric) { + debugColor.g = debugColor.g * 0.9 + 0.1; + } + gl_FragColor = debugColor; } else { gl_FragColor = vec4(vChannel * brightness * alpha, 1.0); } diff --git a/shaders/wgsl/rainPass.wgsl b/shaders/wgsl/rainPass.wgsl index 228f63b..f51ccc4 100644 --- a/shaders/wgsl/rainPass.wgsl +++ b/shaders/wgsl/rainPass.wgsl @@ -425,6 +425,9 @@ fn getSymbolUV(glyphCycle : f32) -> vec2 { if (bool(config.showComputationTexture)) { output.color = vec4(glyph.r - alpha, glyph.g * alpha, glyph.a - alpha, 1.0); + if (volumetric) { + output.color.g = output.color.g * 0.9 + 0.1; + } } else { output.color = vec4(input.channel * brightness * alpha, 1.0); }