🔧 Reduce number of implicit calls
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@@ -21,8 +21,8 @@ uniform float uRandomness;
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uniform float uOverShoot;
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// These may be configurable in the future.
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const float EDGE_FADE = 30;
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const float FADE_WIDTH = 150;
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const float EDGE_FADE = 30.0;
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const float FADE_WIDTH = 150.0;
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const float TRAIL_LENGTH = 0.2;
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const float FINAL_FADE_START_TIME = 0.8;
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const float LETTER_TILES = 16.0;
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@@ -55,8 +55,8 @@ vec2 getRain(vec2 fragCoord) {
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float distToDrop = (uProgress * 2 - delay) * speed - iTexCoord.y;
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float rainAlpha = distToDrop >= 0 ? exp(-distToDrop / TRAIL_LENGTH) : 0;
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float windowAlpha = 1 - clamp(uSize.y * distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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float rainAlpha = distToDrop >= 0.0 ? exp(-distToDrop / TRAIL_LENGTH) : 0.0;
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float windowAlpha = 1.0 - clamp(uSize.y * distToDrop, 0.0, FADE_WIDTH) / FADE_WIDTH;
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// Fade at window borders.
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rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE, 0.5);
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@@ -64,8 +64,8 @@ vec2 getRain(vec2 fragCoord) {
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// Add some variation to the drop start and end position.
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float shorten =
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fract(sin(column + 42.0) * 33.423) * mix(0.0, uOverShoot * 0.25, uRandomness);
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rainAlpha *= smoothstep(0, 1, clamp(iTexCoord.y / shorten, 0, 1));
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rainAlpha *= smoothstep(0, 1, clamp((1.0 - iTexCoord.y) / shorten, 0, 1));
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rainAlpha *= smoothstep(0.0, 1.0, clamp(iTexCoord.y / shorten, 0.0, 1.0));
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rainAlpha *= smoothstep(0.0, 1.0, clamp((1.0 - iTexCoord.y) / shorten, 0.0, 1.0));
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if (uForOpening) {
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windowAlpha = 1.0 - windowAlpha;
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@@ -90,11 +90,12 @@ void main() {
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// This is used to fade out the remaining trails in the end.
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float finalFade =
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1 - clamp((uProgress - FINAL_FADE_START_TIME) / (1 - FINAL_FADE_START_TIME), 0, 1);
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1 -
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clamp((uProgress - FINAL_FADE_START_TIME) / (1.0 - FINAL_FADE_START_TIME), 0.0, 1.0);
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float rainAlpha = finalFade * rainMask.x;
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// Add the matrix effect to the window.
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vec4 text = vec4(mix(uTrailColor, uTipColor, min(1, pow(rainAlpha + 0.1, 4))),
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vec4 text = vec4(mix(uTrailColor, uTipColor, min(1.0, pow(rainAlpha + 0.1, 4.0))),
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rainAlpha * textMask);
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oColor = alphaOver(oColor, text);
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