🔧 Use uDuration instead of uTime
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@@ -90,10 +90,12 @@ vec2 effectMask(float hideTime, float fadeWidth, float edgeFadeWidth) {
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void main() {
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// Get a noise value which moves vertically in time.
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vec2 uv = iTexCoord.st * uSize / vec2(400, 600) / uScale;
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uv.y += uTime * uMovementSpeed;
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uv.y += uProgress * uDuration * uMovementSpeed;
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float noise = u3DNoise ? simplex3DFractal(vec3(uv * 4.0, uTime * uMovementSpeed * 1.5))
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: simplex2DFractal(uv * 4.0);
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float noise =
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u3DNoise
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? simplex3DFractal(vec3(uv * 4.0, uProgress * uDuration * uMovementSpeed * 1.5))
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: simplex2DFractal(uv * 4.0);
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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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