🔧 Use vec2 for size uniform
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-3
@@ -224,7 +224,7 @@ if (utils.isInShellProcess()) {
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// This returns a flickering grid of random letters.
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float getText(vec2 fragCoord) {
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vec2 pixelCoords = fragCoord * vec2(uSizeX, uSizeY);
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vec2 pixelCoords = fragCoord * uSize;
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vec2 uv = mod(pixelCoords.xy, uLetterSize)/uLetterSize;
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vec2 block = pixelCoords/uLetterSize - uv;
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@@ -239,7 +239,7 @@ if (utils.isInShellProcess()) {
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// to one below each drop and to zero above it. This second value is used for fading
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// the window texture.
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vec2 getRain(vec2 fragCoord) {
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float column = cogl_tex_coord_in[0].x * uSizeX;
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float column = cogl_tex_coord_in[0].x * uSize.x;
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column -= mod(column, uLetterSize);
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float delay = fract(sin(column)*78.233) * mix(0.0, 1.0, uRandomness);
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@@ -248,7 +248,7 @@ if (utils.isInShellProcess()) {
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float distToDrop = (uProgress*2-delay)*speed - cogl_tex_coord_in[0].y;
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float rainAlpha = distToDrop >= 0 ? exp(-distToDrop/TRAIL_LENGTH) : 0;
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float windowAlpha = 1 - clamp(uSizeY*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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float windowAlpha = 1 - clamp(uSize.y*distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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// Fade at window borders.
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rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
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