Procedural GLSL refraction — drops, streaks, and wet trails on glass.
Quick presets and scene-level toggles.
Switches all the rain and movement settings to a balanced starting point.
Freeze the simulation in place.
Bend the scene behind each drop — the defining look of wet glass.
The volume and scale of each type of water on the glass.
The overall density of droplets across the glass surface.
Tiny beads that gather on the glass and rarely move on their own.
Bigger drops that are heavy enough to break loose and run.
The physical scale of all drops — affects how tightly they pack.
How long the vertical streaks left by running drops become.
How strongly water beads into rounded globs rather than sitting flat.
How and where the water on the glass moves.
How quickly the larger drops run down the glass.
The horizontal lean of falling rain — 0 is straight down, positive pushes right.
How much wind pushes water sideways across the glass.
Simulates forward vehicle speed — pushes drops upward and increases air pressure against the glass.
The optical properties of the wet glass surface.
How much each drop bends the scene behind it — the lensing effect.
Extra diffusion applied through the water layer — simulates condensation fog.
How long wet trails remain on the glass after a drop has passed.
How quickly standing water and trails dry up.
The foreshortening that makes drops at the top of the glass look smaller and closer-packed.
How light plays across the water and glass.
The brightness of specular reflections on round drops.
A subtle shadow at the perimeter of each drop, giving it depth.
Colour fringing as light bends through the water — a faint rainbow split at high values.
Lower this if the simulation is stuttering on your device.