99 lines
2.6 KiB
GLSL
99 lines
2.6 KiB
GLSL
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#define RAIN_SPEED 0.75 // Speed of rain droplets
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#define DROP_SIZE 15.0 // Higher value lowers, the size of individual droplets
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precision highp float;
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uniform float time;
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uniform vec2 resolution;
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float rand(vec2 co){
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return fract(sin(dot(co.xy ,vec2(12.9898,78.233))) * 43758.5453);
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}
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float rchar(vec2 outer, vec2 inner, float globalTime) {
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//return float(rand(floor(inner * 2.0) + outer) > 0.9);
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vec2 seed = floor(inner * 4.0) + outer.y;
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if (rand(vec2(outer.y, 23.0)) > 0.98) {
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seed += floor((globalTime + rand(vec2(outer.y, 49.0))) * 3.0);
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}
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return float(rand(seed) > 0.5);
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}
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void mainImage( out vec4 fragColor, in vec2 fragCoord ) {
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vec2 position = fragCoord.xy / resolution.xy;
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vec2 uv = vec2(position.x, position.y);
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position.x /= resolution.x / resolution.y;
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float globalTime = time * RAIN_SPEED;
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float scaledown = DROP_SIZE;
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float rx = fragCoord.x / (40.0 * scaledown);
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float mx = 40.0*scaledown*fract(position.x * 30.0 * scaledown);
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vec4 result;
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if (mx > 12.0 * scaledown) {
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result = vec4(0.0);
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} else
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{
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float x = floor(rx);
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float r1x = floor(fragCoord.x / (15.0));
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float ry = position.y*600.0 + rand(vec2(x, x * 3.0)) * 100000.0 + globalTime* rand(vec2(r1x, 23.0)) * 120.0;
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float my = mod(ry, 15.0);
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if (my > 12.0 * scaledown) {
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result = vec4(0.0);
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} else {
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float y = floor(ry / 15.0);
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float b = rchar(vec2(rx, floor((ry) / 15.0)), vec2(mx, my) / 12.0, globalTime);
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float col = max(mod(-y, 24.0) - 4.0, 0.0) / 20.0;
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vec3 c = col < 0.8 ? vec3(0.0, col / 0.8, 0.0) : mix(vec3(0.0, 1.0, 0.0), vec3(1.0), (col - 0.8) / 0.2);
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result = vec4(c * b, 1.0) ;
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}
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}
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position.x += 0.05;
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scaledown = DROP_SIZE;
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rx = fragCoord.x / (40.0 * scaledown);
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mx = 40.0*scaledown*fract(position.x * 30.0 * scaledown);
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if (mx > 12.0 * scaledown) {
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result += vec4(0.0);
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} else
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{
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float x = floor(rx);
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float r1x = floor(fragCoord.x / (12.0));
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float ry = position.y*700.0 + rand(vec2(x, x * 3.0)) * 100000.0 + globalTime* rand(vec2(r1x, 23.0)) * 120.0;
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float my = mod(ry, 15.0);
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if (my > 12.0 * scaledown) {
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result += vec4(0.0);
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} else {
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float y = floor(ry / 15.0);
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float b = rchar(vec2(rx, floor((ry) / 15.0)), vec2(mx, my) / 12.0, globalTime);
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float col = max(mod(-y, 24.0) - 4.0, 0.0) / 20.0;
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vec3 c = col < 0.8 ? vec3(0.0, col / 0.8, 0.0) : mix(vec3(0.0, 1.0, 0.0), vec3(1.0), (col - 0.8) / 0.2);
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result += vec4(c * b, 1.0) ;
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}
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}
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result = result * length(vec3(.2)) + 0.22 * vec4(0.,0.5,0.,1.);
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if(result.b < 0.5)
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result.b = result.g * 0.5 ;
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fragColor = result;
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}
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void main() {
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mainImage(gl_FragColor, gl_FragCoord.xy);
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}
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