🔧 Use different noise implementation
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@@ -49,7 +49,7 @@ var FireShader = GObject.registerClass({Properties: {}, Signals: {}},
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${shaderSnippets.noise()}
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// These may be configurable in the future.
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const float EDGE_FADE = 70;
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const float EDGE_FADE = 90;
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const float FADE_WIDTH = 0.1;
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const float HIDE_TIME = 0.4;
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const vec2 FIRE_SCALE = vec2(400, 600) * ${settings.get_double('flame-scale')};
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@@ -124,7 +124,8 @@ 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 = noise(uv * 5.0);
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float noise = noise2D(uv * 7.5, 5);
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// float noise = noise3D(vec3(uv*7.5, uTime*FIRE_SPEED*4.0), 5);
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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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