diff --git a/src/base-environments/youth_room/rainy-window.gdshader b/src/base-environments/youth_room/rainy-window.gdshader index d61583c..18bc693 100644 --- a/src/base-environments/youth_room/rainy-window.gdshader +++ b/src/base-environments/youth_room/rainy-window.gdshader @@ -103,26 +103,26 @@ void vertex() { void fragment() { vec2 uv = UV + texture(noise, UV * 0.1 - TIME * vec2(0, 0.01)).zx * 0.2; - + float rainAmount = sin(TIME*.05)*10.0+0.7; rainAmount = 1.5; - + float staticDrops = S(-.5, 1., rainAmount)*2.; float layer1 = S(.25, .5, rainAmount); float layer2 = S(.0, .5, rainAmount); - + vec2 c = Drops(-uv, TIME*.3, staticDrops, layer1, layer2); vec2 e = vec2(.001, 0.); float cx = Drops(-uv+e, TIME*.3, staticDrops, layer1, layer2).x; float cy = Drops(-uv+e.yx, TIME*.3, staticDrops, layer1, layer2).x; vec2 n = vec2(cx-c.x, cy-c.x); // expensive normals n *= 0.3; - + vec2 flowing_water = texture(noise, UV * vec2(1, 0.3) - TIME * vec2(0.01, 0.2)).xy; flowing_water = texture(noise, UV + flowing_water - TIME * vec2(-0.02, 0.2)).yz; flowing_water = flowing_water * vec2(0.03, 0.02); vec3 col = texture(viewport_tex, flowing_water + SCREEN_UV + n).rgb; - + ROUGHNESS = 0.1; SPECULAR = 1.0; ALBEDO = vec3(0.02);