🪲 Fixes the incinerate effect to be circular instead of the aspect ratio of the window

This commit is contained in:
rcmz
2024-11-18 22:58:55 +01:00
parent 2a45c81312
commit 5b33766a06
+1 -1
View File
@@ -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 =