🔧 Make shaders compatible with GLES
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@@ -54,7 +54,7 @@ vec2 getRain(vec2 fragCoord) {
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float delay = fract(sin(column) * 78.233) * mix(0.0, 1.0, uRandomness);
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float speed = fract(cos(column) * 12.989) * mix(0.0, 0.3, uRandomness) + 1.5;
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float distToDrop = (uProgress * 2 - delay) * speed - iTexCoord.y;
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float distToDrop = (uProgress * 2.0 - delay) * speed - iTexCoord.y;
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float rainAlpha = distToDrop >= 0.0 ? exp(-distToDrop / TRAIL_LENGTH) : 0.0;
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float windowAlpha = 1.0 - clamp(uSize.y * distToDrop, 0.0, FADE_WIDTH) / FADE_WIDTH;
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@@ -91,7 +91,7 @@ void main() {
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// This is used to fade out the remaining trails in the end.
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float finalFade =
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1 -
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1.0 -
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clamp((uProgress - FINAL_FADE_START_TIME) / (1.0 - FINAL_FADE_START_TIME), 0.0, 1.0);
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float rainAlpha = finalFade * rainMask.x;
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@@ -106,4 +106,4 @@ void main() {
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// oColor = vec4(vec3(rainMask.y), 1);
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setOutputColor(oColor);
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}
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}
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