♻️ Resolve license issues
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@@ -124,7 +124,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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// Get a noise value which moves vertically in time.
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vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / FIRE_SCALE;
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uv.y += uTime * FIRE_SPEED;
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float noise = perlinNoise(uv, 10.0, 5, 0.5);
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float noise = noise(uv * 5.0);
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// Modulate noise by effect mask.
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vec2 effectMask = effectMask(HIDE_TIME, FADE_WIDTH, EDGE_FADE);
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