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Merge branch 'main' into i18n-spanish
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@@ -31,11 +31,13 @@ export const snowShader = {
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float depth = 0.5 + layer * 0.5;
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float speed = 0.4 + layer * 0.3;
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float size = mix(0.01, 0.025, layer);
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float windForce = sin(time * 0.5 + layer * 3.14) * (0.05 + wind * 0.2);
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float windForce = 0.05 + wind * 0.2;
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vec2 snowUV = uv * vec2(1.0, 0.5) * (4.0 + layer * 4.0);
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snowUV.y += time * speed;
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snowUV.x += time * windForce;
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// Offset is the integral of a swaying velocity sin(time * 0.5 + phase) * windForce,
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// so the sway stays bounded however long the app has been running.
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snowUV.x -= 2.0 * cos(time * 0.5 + layer * 3.14) * windForce;
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vec2 cell = floor(snowUV);
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vec2 f = fract(snowUV);
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