🔧 Reduce number of implicit calls
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@@ -41,7 +41,7 @@ vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
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coords *= gridScale;
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// Get grid cell coordinates in [0..1].
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vec2 cellUV = mod(coords, vec2(1));
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vec2 cellUV = mod(coords, vec2(1.0));
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// This is unique for each cell.
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vec2 cellID = coords - cellUV + vec2(362.456);
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@@ -61,7 +61,7 @@ vec2 getClawUV(vec2 texCoords, float gridScale, vec2 seed) {
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cellUV += 0.5;
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// Clamp resulting coordinates.
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return clamp(cellUV, vec2(0), vec2(1));
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return clamp(cellUV, vec2(0.0), vec2(1.0));
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}
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void main() {
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@@ -84,7 +84,7 @@ void main() {
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for (int i = 0; i < uNumClaws; ++i) {
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vec2 uv = getClawUV(coords, 1.0 / uClawSize, uSeed * (i + 1));
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float delay = i / uNumClaws * MAX_SPAWN_TIME;
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scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0, 1));
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scratchMap = min(scratchMap, clamp(texture2D(uClawTexture, uv).r + delay, 0.0, 1.0));
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}
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// Get the window texture. We shift the texture lookup by the local derivative of
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@@ -93,9 +93,9 @@ void main() {
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vec4 oColor = getInputColor(coords + offset);
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// Add colorful flashes.
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float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1;
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if (flashIntensity < 0 || flashIntensity >= 1) {
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flashIntensity = 0;
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float flashIntensity = 1.0 / FLASH_INTENSITY * (scratchMap - progress) + 1.0;
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if (flashIntensity < 0.0 || flashIntensity >= 1.0) {
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flashIntensity = 0.0;
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}
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// Hide flashes where there is now window.
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@@ -103,14 +103,14 @@ void main() {
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flash.a *= flashIntensity * oColor.a * (1.0 - progress);
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// Hide scratched out parts.
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oColor.a *= (scratchMap > progress ? 1 : 0);
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oColor.a *= (scratchMap > progress ? 1.0 : 0.0);
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// Add flash color.
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oColor = alphaOver(oColor, flash);
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// Fade out the remaining shards.
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float fadeProgress = smoothstep(0, 1, (progress - 1.0 + FF_TIME) / FF_TIME);
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oColor.a *= sqrt(1 - fadeProgress * fadeProgress);
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float fadeProgress = smoothstep(0.0, 1.0, (progress - 1.0 + FF_TIME) / FF_TIME);
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oColor.a *= sqrt(1.0 - fadeProgress * fadeProgress);
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// These are pretty useful for understanding how this works.
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// oColor = vec4(vec3(flashIntensity), 1);
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