🔧 Reduce number of implicit calls
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@@ -73,8 +73,8 @@ void main() {
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// glowProgress fades in in the first half of the animation, tileProgress fades
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// in in the second half.
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float glowProgress = smoothstep(0, 1, clamp(progress / 0.5, 0, 1));
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float tileProgress = smoothstep(0, 1, clamp((progress - 0.5) / 0.5, 0, 1));
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float glowProgress = smoothstep(0.0, 1.0, clamp(progress / 0.5, 0.0, 1.0));
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float tileProgress = smoothstep(0.0, 1.0, clamp((progress - 0.5) / 0.5, 0.0, 1.0));
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vec2 texScale = 0.1 * uSize / uScale;
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vec4 hex = getHexagons(iTexCoord.st * texScale);
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