🔧 Reduce number of implicit calls
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@@ -19,7 +19,7 @@ uniform float uScale;
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const float WISPS_RADIUS = 20.0;
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const float WISPS_SPEED = 10.0;
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const float WISPS_SPACING = 40 + WISPS_RADIUS;
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const float WISPS_SPACING = 40.0 + WISPS_RADIUS;
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const int WISPS_LAYERS = 8;
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const float WISPS_IN_TIME = 0.5;
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const float WINDOW_OUT_TIME = 1.0;
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@@ -36,7 +36,7 @@ float getWisps(vec2 texCoords, float gridSize, vec2 seed) {
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coords /= gridSize;
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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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@@ -77,7 +77,7 @@ void main() {
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// Compute several layers of moving wisps.
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vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
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uv /= uScale;
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float wisps = 0;
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float wisps = 0.0;
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for (int i = 0; i < WISPS_LAYERS; ++i) {
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wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1));
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}
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@@ -86,10 +86,10 @@ void main() {
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float mask = getRelativeEdgeMask(mix(0.01, 0.5, progress));
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// Compute three different progress values.
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float wispsIn = smoothstep(0, 1, clamp(progress / WISPS_IN_TIME, 0, 1));
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float wispsOut =
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smoothstep(0, 1, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0, 1));
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float windowOut = smoothstep(0, 1, clamp(progress / WINDOW_OUT_TIME, 0, 1));
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float wispsIn = smoothstep(0.0, 1.0, clamp(progress / WISPS_IN_TIME, 0.0, 1.0));
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float wispsOut = smoothstep(
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0.0, 1.0, clamp((progress - WISPS_IN_TIME) / (1.0 - WISPS_IN_TIME), 0.0, 1.0));
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float windowOut = smoothstep(0.0, 1.0, clamp(progress / WINDOW_OUT_TIME, 0.0, 1.0));
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// Use a noise function to dissolve the window.
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float noise = smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250) - 1.0));
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