🔧 Remove implicit casts
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@@ -47,11 +47,11 @@ void main() {
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float mask = mix(circle, smokeNoise, 0.2 * uTurbulence * uScale);
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float smokeMask =
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smoothstep(0, 1, (mask - smokeRange.x) / SMOKE_WIDTH) * getRelativeEdgeMask(0.2);
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smoothstep(0.0, 1.0, (mask - smokeRange.x) / SMOKE_WIDTH) * getRelativeEdgeMask(0.2);
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float flameMask =
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smoothstep(0, 1, (mask - flameRange.x) / FLAME_WIDTH) * getRelativeEdgeMask(0.1);
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float fireMask = smoothstep(1, 0, abs(mask - hideThreshold) / BURN_WIDTH);
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float scorchMask = smoothstep(1, 0, (mask - scorchRange.x) / SCORCH_WIDTH);
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smoothstep(0.0, 1.0, (mask - flameRange.x) / FLAME_WIDTH) * getRelativeEdgeMask(0.1);
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float fireMask = smoothstep(1.0, 0.0, abs(mask - hideThreshold) / BURN_WIDTH);
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float scorchMask = smoothstep(1.0, 0.0, (mask - scorchRange.x) / SCORCH_WIDTH);
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if (uForOpening) {
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scorchMask = 1.0 - scorchMask;
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