🔧 Tweak default turbulence of incinerate effect
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@@ -44,7 +44,8 @@ void main() {
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vec2 center = uSeed.x > uSeed.y ? vec2(uSeed.x, floor(uSeed.y + 0.5))
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: vec2(floor(uSeed.x + 0.5), uSeed.y);
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float circle = length(iTexCoord - center);
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float mask = mix(circle, smokeNoise, 0.35 * uTurbulence * uScale);
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float mask =
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mix(circle, smokeNoise, 200.0 * uTurbulence * uScale / max(uSize.x, uSize.y));
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float smokeMask = smoothstep(0.0, 1.0, (mask - smokeRange.x) / SMOKE_WIDTH) *
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getAbsoluteEdgeMask(100.0, 0.3);
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