26 lines
717 B
GLSL
26 lines
717 B
GLSL
float GetPuddles(vec2 pos) {
|
|
float noise = texture2D(noisetex, pos).r;
|
|
noise+= texture2D(noisetex, pos * 0.5).r *2.0;
|
|
noise+= texture2D(noisetex, pos * 0.25).r *4.0;
|
|
noise+= texture2D(noisetex, pos * 0.125).r *8.0;
|
|
|
|
noise *= REFLECTION_RAIN_COVERAGE * 0.055;
|
|
noise = max((noise-15.5) * 0.8 - 1.2 , 0.0);
|
|
#ifndef RAIN_REF_FORCED
|
|
float wetnessM = wetness;
|
|
#else
|
|
float wetnessM = 1.0;
|
|
#endif
|
|
noise *= wetnessM;
|
|
noise /= sqrt(noise * noise + 1.0);
|
|
#if REFLECTION_RAIN_COVERAGE == 100
|
|
noise = mix(noise, 1.0, min(sqrt1(wetnessM) * 2.0, 1.0));
|
|
#endif
|
|
#ifdef RAIN_REF_BIOME_CHECK
|
|
noise *= isRainy;
|
|
#endif
|
|
|
|
noise = clamp((noise - 0.75) * 4.5, 0.0, 1.0);
|
|
|
|
return noise;
|
|
} |