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Making it loop again.
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@@ -55,7 +55,11 @@ float getRainTime(float simTime, vec2 glyphPos) {
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columnSpeedOffset = 0.5;
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columnSpeedOffset = 0.5;
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}
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}
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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float columnTime = columnTimeOffset + simTime * fallSpeed * columnSpeedOffset;
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return wobble((glyphPos.y * 0.01 + columnTime) / raindropLength);
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float rainTime = (glyphPos.y * 0.01 + columnTime) / raindropLength;
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if (!loops) {
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rainTime = wobble(rainTime);
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}
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return rainTime;
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}
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}
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float getBrightness(float rainTime) {
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float getBrightness(float rainTime) {
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@@ -138,14 +138,15 @@ fn getRainTime(simTime : f32, glyphPos : vec2<f32>) -> f32 {
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columnSpeedOffset = 0.5;
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columnSpeedOffset = 0.5;
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}
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}
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var columnTime = columnTimeOffset + simTime * config.fallSpeed * columnSpeedOffset;
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var columnTime = columnTimeOffset + simTime * config.fallSpeed * columnSpeedOffset;
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return wobble((glyphPos.y * 0.01 + columnTime) / config.raindropLength);
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var rainTime = (glyphPos.y * 0.01 + columnTime) / config.raindropLength;
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if (!bool(config.loops)) {
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rainTime = wobble(rainTime);
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}
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return rainTime;
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}
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}
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fn getBrightness(rainTime : f32) -> f32 {
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fn getBrightness(rainTime : f32) -> f32 {
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var value = 1.0 - fract(rainTime);
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var value = 1.0 - fract(rainTime);
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if (bool(config.loops)) {
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value = 1.0 - fract(rainTime);
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}
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return value * config.baseContrast + config.baseBrightness;
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return value * config.baseContrast + config.baseBrightness;
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}
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}
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