🔧 KWin fixes
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@@ -36,14 +36,14 @@ void main() {
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vec2 flameRange = vec2(hideThreshold - FLAME_WIDTH, hideThreshold);
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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 smokeRange = vec2(hideThreshold - SMOKE_WIDTH, hideThreshold);
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vec2 uv = cogl_tex_coord_in[0].st / uScale * uSize;
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vec2 uv = iTexcoord / uScale * uSize;
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float smokeNoise =
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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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simplex2DFractal(uv * 0.01 + uSeed + uProgress * vec2(0.0, 0.3 * uDuration));
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vec2 center = uSeed.x > uSeed.y ? vec2(uSeed.x, floor(uSeed.y + 0.5))
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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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: vec2(floor(uSeed.x + 0.5), uSeed.y);
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float circle = length(cogl_tex_coord_in[0].st - center);
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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, 0.2 * uTurbulence * uScale);
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float smokeMask =
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float smokeMask =
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@@ -64,7 +64,7 @@ void main() {
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distort = vec2(dFdx(mask), dFdy(mask)) * scorchMask * 5.0;
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distort = vec2(dFdx(mask), dFdy(mask)) * scorchMask * 5.0;
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}
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}
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vec4 oColor = getInputColor(cogl_tex_coord_in[0].st + distort);
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vec4 oColor = getInputColor(iTexcoord + distort);
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// Hide after buring zone has passed.
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// Hide after buring zone has passed.
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if ((uForOpening && mask > smokeRange.y) || (!uForOpening && mask < smokeRange.y)) {
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if ((uForOpening && mask > smokeRange.y) || (!uForOpening && mask < smokeRange.y)) {
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