🔧 Pass window padding to the shaders
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@@ -52,7 +52,7 @@ vec2 getRain(vec2 fragCoord) {
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float windowAlpha = 1 - clamp(uSize.y * distToDrop, 0, FADE_WIDTH) / FADE_WIDTH;
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// Fade at window borders.
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rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE);
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rainAlpha *= getAbsoluteEdgeMask(EDGE_FADE, 0.5);
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// Add some variation to the drop start and end position.
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float shorten =
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