🔧 Remove implicit conversions
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@@ -20,7 +20,7 @@ uniform float uScale;
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const float WISPS_RADIUS = 20.0;
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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_SPEED = 10.0;
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const float WISPS_SPACING = 40.0 + 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_LAYERS = 8.0;
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const float WISPS_IN_TIME = 0.5;
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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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const float WINDOW_OUT_TIME = 1.0;
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const float SCALING = 0.9;
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const float SCALING = 0.9;
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@@ -78,8 +78,8 @@ void main() {
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vec2 uv = (iTexCoord.st - 0.5) / mix(1.0, 0.5, progress) + 0.5;
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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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uv /= uScale;
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float wisps = 0.0;
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float wisps = 0.0;
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for (float i = 0; i < WISPS_LAYERS; ++i) {
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for (float i = 0.0; i < WISPS_LAYERS; ++i) {
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wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1));
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wisps += getWisps(uv * 0.3, WISPS_SPACING, uSeed * (i + 1.0));
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}
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}
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// Compute shrinking edge mask.
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// Compute shrinking edge mask.
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@@ -92,7 +92,8 @@ void main() {
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float windowOut = smoothstep(0.0, 1.0, clamp(progress / WINDOW_OUT_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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// 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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float noise =
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smoothstep(1.0, 0.0, abs(2.0 * simplex2DFractal(uv * uSize / 250.0) - 1.0));
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float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0)
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float windowMask = 1.0 - (windowOut < 0.5 ? mix(0.0, noise, windowOut * 2.0)
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: mix(noise, 1.0, windowOut * 2.0 - 1.0));
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: mix(noise, 1.0, windowOut * 2.0 - 1.0));
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oColor.a *= windowMask * mask;
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oColor.a *= windowMask * mask;
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