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stripes-shader: removed the * 1.6 hack and fix the shader itself
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@@ -174,16 +174,13 @@ void main() {
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stripeProgress = (ubuf.progress - activeStart) / (activeEnd - activeStart);
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}
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// Use gentler easing curve
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stripeProgress = stripeProgress * stripeProgress * (3.0 - 2.0 * stripeProgress); // Smootherstep instead of smoothstep
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// Use the perpendicular coordinate for edge comparison
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float yPos = perpCoord;
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// Calculate edge position for this stripe
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// Use the actual perpendicular coordinate range for this angle
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float perpRange = maxPerp - minPerp;
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float margin = edgeSmooth * 2.0; // Simplified margin calculation
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float margin = edgeSmooth; // Just enough buffer for the smoothstep zone to clear the edge
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float edgePosition;
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if (isOddStripe) {
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// Odd stripes: edge moves from max to min
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