🔧 Remove implicit conversions
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@@ -47,8 +47,8 @@ float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
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float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS;
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float radius = mix(0.5, 1.0, hash12(cellID * seed * 19.1249)) * WISPS_RADIUS;
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float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949));
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float roundness = mix(-1.0, 1.0, hash12(cellID * seed * 7.51949));
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vec2 offset = vec2(sin(speed * (uProgress * uDuration + 1)) * roundness,
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vec2 offset = vec2(sin(speed * (uProgress * uDuration + 1.0)) * roundness,
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cos(speed * (uProgress * uDuration + 1)));
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cos(speed * (uProgress * uDuration + 1.0)));
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offset *= 0.5 - 0.5 * radius / gridSize;
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offset *= 0.5 - 0.5 * radius / gridSize;
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offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
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offset = vec2(offset.x * cos(rotation) - offset.y * sin(rotation),
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offset.x * sin(rotation) + offset.y * cos(rotation));
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offset.x * sin(rotation) + offset.y * cos(rotation));
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@@ -58,7 +58,7 @@ float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
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// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
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// Use distance to center of shifted / rotated UV coordinates to draw a glaring point.
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float dist = length(cellUV - 0.5) * gridSize / radius;
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float dist = length(cellUV - 0.5) * gridSize / radius;
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if (dist < 1.0) {
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if (dist < 1.0) {
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return min(5, 0.01 / pow(dist, 2.0));
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return min(5.0, 0.01 / pow(dist, 2.0));
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}
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}
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return 0.0;
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return 0.0;
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@@ -78,7 +78,7 @@ void main() {
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vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
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vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
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uv /= uScale;
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uv /= uScale;
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float wisps = 0.0;
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float wisps = 0.0;
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for (int i = 0; i < WISPS_LAYERS; ++i) {
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for (float i = 0; i < WISPS_LAYERS; ++i) {
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wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1));
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wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1));
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}
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}
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