🔧 Tweak effect
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@@ -125,7 +125,7 @@ if (utils.isInShellProcess()) {
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${shaderSnippets.noise()}
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const vec2 SEED = vec2(${Math.random()}, ${Math.random()});
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const float SPARK_RADIUS = 15.0;
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const float SPARK_RADIUS = 30.0;
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const float SPARK_SPEED = 10.0;
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const float SPARK_SPACING = 50 + SPARK_RADIUS;
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const int SPARK_LAYERS = 15;
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@@ -161,8 +161,8 @@ if (utils.isInShellProcess()) {
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float dist = length(cellUV - 0.5) * gridSize / radius;
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if (dist < 1.0) {
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return 5.0 * exp(-10.0 * dist);
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return 0.05 / pow(dist, 2.0);
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return exp(-4.0 * dist);
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// return 0.03 / pow(dist, 2.0);
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}
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return 0;
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@@ -175,15 +175,16 @@ if (utils.isInShellProcess()) {
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${color.green / 255},
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${color.blue / 255}, 1.0) * windowColor.a;
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cogl_color_out = windowColor + effectColor;
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vec2 uv = cogl_tex_coord_in[0].st * vec2(uSizeX, uSizeY) / 20 + vec2(0, uTime);
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float sparks = noise3D(vec3(uv, uTime*15.0), 5) * 0.25;
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float sparks = 0;
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for (int i=0; i<SPARK_LAYERS; ++i) {
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sparks += getSparks((cogl_tex_coord_in[0].st-0.5) / mix(2.0, 1.0, uProgress), SPARK_SPACING, SEED * (i+1));
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}
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float noise = noise3D(vec3(uv, uTime*5.0), 5);
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sparks = sparks*(noise*0.8 + 0.2) + noise*0.15;
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float edgeFadeWidth = 0.5;
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float heartMask = 1.0;
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float heart = 0.0;
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@@ -197,6 +198,8 @@ if (utils.isInShellProcess()) {
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for (int i=0; i<SPARK_LAYERS; ++i) {
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heart += heartMask * getSparks((cogl_tex_coord_in[0].st-0.5) / mix(2.0, 1.0, uProgress), SPARK_SPACING, SEED * (i+1+SPARK_LAYERS));
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}
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heart *= (noise*0.8 + 0.2);
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const float FADE_IN_TIME = 0.3;
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const float FADE_OUT_TIME = 0.4;
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