🔧 Use uDuration instead of uTime
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@@ -100,7 +100,7 @@ void main() {
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// Add glimmering atoms.
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vec2 atomUV = iTexCoord.st + vec2(0, -0.025 * progress / SHOWER_TIME);
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atomUV *= 0.2 * uSize / uScale;
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float atoms = pow((simplex3D(vec3(atomUV, uTime))), 5.0);
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float atoms = pow((simplex3D(vec3(atomUV, uProgress * uDuration))), 5.0);
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oColor.rgb += uColor * atoms * masks.z;
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oColor.a += atoms * masks.z;
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