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Migrated changes to WebGPU
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@@ -10,7 +10,7 @@ uniform vec2 screenSize;
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uniform float time, animationSpeed, forwardSpeed;
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uniform bool volumetric;
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varying vec2 vUV;
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varying vec4 vShine, vSymbol, vEffect;
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varying vec4 vRaindrop, vSymbol, vEffect;
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varying float vDepth;
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highp float rand( const in vec2 uv ) {
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@@ -22,9 +22,9 @@ highp float rand( const in vec2 uv ) {
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void main() {
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vUV = (aPosition + aCorner) * quadSize;
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vShine = texture2D(raindropState, aPosition * quadSize);
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vSymbol = texture2D(symbolState, aPosition * quadSize);
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vEffect = texture2D(effectState, aPosition * quadSize);
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vRaindrop = texture2D(raindropState, aPosition * quadSize);
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vSymbol = texture2D( symbolState, aPosition * quadSize);
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vEffect = texture2D( effectState, aPosition * quadSize);
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// Calculate the world space position
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float quadDepth = 0.0;
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