diff --git a/resources/shaders/incinerate.frag b/resources/shaders/incinerate.frag index a3bca19..276b64c 100644 --- a/resources/shaders/incinerate.frag +++ b/resources/shaders/incinerate.frag @@ -78,7 +78,7 @@ void main() { // Now we compute a 2D gradient in [0..1] which covers the entire window. The dark // regions will be burned first, the bright regions in the end. We mix a radial gradient // with some noise. The center of the radial gradient is positioned at uStartPos. - float circle = length(iTexCoord - uStartPos); + float circle = length((iTexCoord - uStartPos) * (uSize.xy / max(uSize.x, uSize.y))); vec2 uv = iTexCoord / uScale * uSize / 1.5; float smokeNoise =