🔧 Reduce number of implicit calls
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@@ -18,7 +18,7 @@ uniform vec4 uDustColor;
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uniform vec2 uSeed;
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uniform float uDustScale;
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const float DUST_LAYERS = 4;
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const float DUST_LAYERS = 4.0;
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const float GROW_INTENSITY = 0.05;
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const float SHRINK_INTENSITY = 0.05;
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const float WIND_INTENSITY = 0.05;
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@@ -32,35 +32,35 @@ void main() {
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float gradient = iTexCoord.t * ACTOR_SCALE - PADDING;
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progress = 2.0 - gradient - 2.0 * progress;
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progress = progress + 0.25 - 0.5 * simplex2D((iTexCoord.st + uSeed) * 2.0);
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progress = pow(max(0, progress), 2.0);
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progress = pow(max(0.0, progress), 2.0);
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vec4 oColor = vec4(0.0);
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for (float i = 0; i < DUST_LAYERS; ++i) {
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// Create a random direction.
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float factor = DUST_LAYERS == 1 ? 0 : i / (DUST_LAYERS - 1);
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float factor = DUST_LAYERS == 1.0 ? 0.0 : i / (DUST_LAYERS - 1.0);
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float angle = 123.123 * (uSeed.x + factor);
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vec2 direction = vec2(1.0, 0.0);
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direction = rotate(direction, angle);
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// Flip direction for one side of the window.
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vec2 coords = iTexCoord.st * ACTOR_SCALE - PADDING - 0.5;
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if (getWinding(direction, coords) > 0) {
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direction *= -1;
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if (getWinding(direction, coords) > 0.0) {
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direction *= -1.0;
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}
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// Flip direction for half the layers.
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if (factor > 0.5) {
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direction *= -1;
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direction *= -1.0;
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}
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// We grow the layer along the random direction, shrink it orthogonally to it
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// and scale it up slightly.
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float dist = distToLine(vec2(0.0), direction, coords);
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vec2 grow = direction * dist * mix(0, GROW_INTENSITY, progress);
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vec2 grow = direction * dist * mix(0.0, GROW_INTENSITY, progress);
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vec2 shrink =
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vec2(direction.y, -direction.x) * dist * mix(0, SHRINK_INTENSITY, progress);
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vec2(direction.y, -direction.x) * dist * mix(0.0, SHRINK_INTENSITY, progress);
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float scale = mix(1.0, 1.05, factor * progress);
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coords = (coords + grow + shrink) / scale;
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