diff --git a/shaders/lib/volumetricClouds.glsl b/shaders/lib/volumetricClouds.glsl index 4c81086..7aad84d 100644 --- a/shaders/lib/volumetricClouds.glsl +++ b/shaders/lib/volumetricClouds.glsl @@ -45,7 +45,7 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, return shape; } if(LayerIndex == LARGECUMULUS_LAYER){ - coverage = mix(parameters.largeCumulus.x, 1.15, rainStrength); + coverage = mix(parameters.largeCumulus.x, 1.15, rainStrength*Rain_coverage); largeCloud = texture2D(noisetex, (samplePos.zx + cloud_movement*2.0)/10000.0 * CloudLayer1_scale).b; smallCloud = texture2D(noisetex, (samplePos.zx - cloud_movement*2.0)/2500.0 * CloudLayer1_scale).b; @@ -58,7 +58,7 @@ float getCloudShape(int LayerIndex, int LOD, in vec3 position, float minHeight, } if(LayerIndex == SMALLCUMULUS_LAYER){ - coverage = mix(parameters.smallCumulus.x, 1.25, rainStrength); + coverage = mix(parameters.smallCumulus.x, 1.25, rainStrength*Rain_coverage); largeCloud = texture2D(noisetex, (samplePos.xz + cloud_movement)/5000.0 * CloudLayer0_scale).b; smallCloud = 1.0-texture2D(noisetex, (samplePos.xz - cloud_movement)/500.0 * CloudLayer0_scale).r;