🪲 Fixes the incinerate effect to be circular instead of the aspect ratio of the window
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@@ -78,7 +78,7 @@ void main() {
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// Now we compute a 2D gradient in [0..1] which covers the entire window. The dark
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// regions will be burned first, the bright regions in the end. We mix a radial gradient
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// with some noise. The center of the radial gradient is positioned at uStartPos.
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float circle = length(iTexCoord - uStartPos);
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float circle = length((iTexCoord - uStartPos) * (uSize.xy / max(uSize.x, uSize.y)));
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vec2 uv = iTexCoord / uScale * uSize / 1.5;
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float smokeNoise =
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