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Home/ Questions/Q 8114381
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Editorial Team
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Editorial Team
Asked: June 6, 20262026-06-06T03:07:45+00:00 2026-06-06T03:07:45+00:00

Is there any great tutorial out there on how to create rain in GLSL

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Is there any great tutorial out there on how to create rain in GLSL or a similar shader? I can find ones easily for Maya but not for this, sadly. Thanks!

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  1. Editorial Team
    Editorial Team
    2026-06-06T03:07:46+00:00Added an answer on June 6, 2026 at 3:07 am

    What do you mean by “rain”. There are lots of ways to represent rain

    This sample has a rain effect and a ripple effect

    https://cvs.khronos.org/svn/repos/registry/trunk/public/webgl/sdk/demos/google/particles/index.html

    No tutorial though. It works by creating a bunch of unit squares, giving each one an random value, adding that random value to a time value and the computing a position in the shader as in

    uniform float u_time;          // a time value passed in by JavaScript
    uniform mat4 u_view_inverse;   // view inverse (camera world matrix)
    uniform mat4 u_view_projection;// view projection matrix
    
    attribute vec4 a_vertex;       // the unit quad values
    attribute vec4 a_position;     // the base position of this particle repeated for
                                   // each vertex
    attribute vec4 a_velocity;     // velocity for this quad, repeated for each vertex
    attribute float a_time_offset; // a time offset for this particle 
                                   // repeated for each vertex
    
    // compute a position
    float localTime = u_time + a_time_offset;
    vec4 base_position = a_position + a_velocity * localTime;
    
    // rotate quad so it's perpendicular to the view
    vec4 quadX = viewInverse[0] * a_vertex.x;
    vec4 quadZ = viewInverse[1] * a_vertex.y;
    
    // compute the real world position for this vertex
    vec4 position = base_position + quadX + quadZ;
    
    // at this point position is the same as any other 'standard' 3d shader
    // do with it whatever. Example:
    gl_Position = viewProjectionMatrix * position;
    

    Sorry if that’s too terse.

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