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@ -65,12 +65,14 @@ vec4 circle(vec2 coords, vec2 i_part, float phase)
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vec2 center = vec2(0.5,0.5) + (0.5 - RAIN_RIPPLE_RADIUS) * (2.0 * randOffset(i_part) - 1.0);
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vec2 toCenter = coords - center;
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float d = length(toCenter);
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float r = RAIN_RIPPLE_RADIUS * phase;
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if (d > r)
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return vec4(0.0,0.0,1.0,0.0);
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float sinValue = (sin(d / r * 1.2) + 0.7) / 2.0;
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float height = (1.0 - abs(phase)) * pow(sinValue,3.0);
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vec3 normal = normalize(mix(vec3(0.0,0.0,1.0),vec3(normalize(toCenter),0.0),height));
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@ -138,6 +140,8 @@ uniform float near;
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uniform float far;
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uniform vec3 nodePosition;
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uniform float rainIntensity;
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float frustumDepth;
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float linearizeDepth(float depth) // takes <0,1> non-linear depth value and returns <0,1> linearized value
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@ -170,7 +174,13 @@ void main(void)
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vec3 normal4 = 2.0 * texture2D(normalMap,normalCoords(UV, 1.0, 0.4, waterTimer, -0.02, 0.1, normal3)).rgb - 1.0;
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vec3 normal5 = 2.0 * texture2D(normalMap,normalCoords(UV, 2.0, 0.7, waterTimer, 0.1, -0.06, normal4)).rgb - 1.0;
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vec4 rainRipple = rainCombined(position.xy / 1000.0,waterTimer);
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vec4 rainRipple;
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if (rainIntensity > 0.01)
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rainRipple = rainCombined(position.xy / 1000.0,waterTimer) * clamp(rainIntensity,0.0,1.0);
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else
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rainRipple = vec4(0.0,0.0,0.0,0.0);
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vec3 rippleAdd = rainRipple.xyz * rainRipple.w * 10.0;
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vec3 normal = (normal0 * BIG_WAVES_X + normal1 * BIG_WAVES_Y +
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