fix: distance_field_generator now takes the ball_radius as input parameter instead of hardcoded offset
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@@ -23,7 +23,7 @@ float getBallInfluence(vec2 pos, vec2 center, float radius) {
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float getShapeInfluence(vec2 pos) {
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vec2 uv = pos / resolution;
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uv.y = 1 - uv.y + 0.045; // invert y and offset to match with wallpaper texture
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uv.y = 1.0 - uv.y;
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if (any(lessThan(uv, vec2(0.0))) || any(greaterThan(uv, vec2(1.0)))) {
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return 0.0;
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