🔧 Tweak scale of incinerate effect
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@@ -24,10 +24,10 @@ vec4 getFireColor(float val) {
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void main() {
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float SCORCH_WIDTH = 0.15 * uScale;
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float BURN_WIDTH = 0.02 * uScale;
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float SMOKE_WIDTH = 0.6 * uScale;
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float FLAME_WIDTH = 0.15 * uScale;
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float SCORCH_WIDTH = 0.2 * uScale;
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float BURN_WIDTH = 0.03 * uScale;
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float SMOKE_WIDTH = 0.9 * uScale;
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float FLAME_WIDTH = 0.2 * uScale;
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float hideThreshold = mix(-SCORCH_WIDTH, 1.0 + SMOKE_WIDTH, uProgress);
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vec2 scorchRange = uForOpening ? vec2(hideThreshold - SCORCH_WIDTH, hideThreshold)
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@@ -36,7 +36,7 @@ void main() {
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vec2 flameRange = vec2(hideThreshold - FLAME_WIDTH, hideThreshold);
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vec2 smokeRange = vec2(hideThreshold - SMOKE_WIDTH, hideThreshold);
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vec2 uv = iTexCoord / uScale * uSize;
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vec2 uv = iTexCoord / uScale * uSize / 1.5;
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float smokeNoise =
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simplex2DFractal(uv * 0.01 + uSeed + uProgress * vec2(0.0, 0.3 * uDuration));
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@@ -44,12 +44,12 @@ void main() {
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vec2 center = uSeed.x > uSeed.y ? vec2(uSeed.x, floor(uSeed.y + 0.5))
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: vec2(floor(uSeed.x + 0.5), uSeed.y);
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float circle = length(iTexCoord - center);
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float mask = mix(circle, smokeNoise, 0.2 * uTurbulence * uScale);
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float mask = mix(circle, smokeNoise, 0.35 * uTurbulence * uScale);
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float smokeMask =
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smoothstep(0.0, 1.0, (mask - smokeRange.x) / SMOKE_WIDTH) * getRelativeEdgeMask(0.2);
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float flameMask =
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smoothstep(0.0, 1.0, (mask - flameRange.x) / FLAME_WIDTH) * getRelativeEdgeMask(0.1);
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float smokeMask = smoothstep(0.0, 1.0, (mask - smokeRange.x) / SMOKE_WIDTH) *
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getAbsoluteEdgeMask(100.0, 0.3);
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float flameMask = smoothstep(0.0, 1.0, (mask - flameRange.x) / FLAME_WIDTH) *
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getAbsoluteEdgeMask(20.0, 0.0);
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float fireMask = smoothstep(1.0, 0.0, abs(mask - hideThreshold) / BURN_WIDTH);
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float scorchMask = smoothstep(1.0, 0.0, (mask - scorchRange.x) / SCORCH_WIDTH);
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